
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: No AutoTalent on Movement 1.5.10Disable auto-use of talents when player is under some effects so that these effects won't be accidentally broken. Currently these effects include: if you want some other effects included please let me know by responding to the forum post. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! QuickTome QoL Changes 1.7.2Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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:
Faster Egress Artifact Rolling 1.7.4Immediately gives you 3 appropriate artifacts upon entering the egress instead of having to brute-force combinations. No Ruined Dungeon Puzzle 1.7.4Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch 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: FlexSpec Respec Limitation Relaxer 1.5.5Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! Items Vault 1.7.6Donators/Buyers bonus! Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
QuickTome QoL Changes mod. Grouping 1.7.2This addon requires QuickTome QoL Changes installed. This addon group the destinations for Improved Rod of Recall to make it easier to find the destination. Grouped: Maj'Eyal Main Dungeons are Main Dungeons are sorted by tier. Other Zones are sorted by name. Also add some destinations. P.S. minmay Weight: 216891(QuickTome QoL Changes' value + 1) Overload: 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. Custom Difficulty 1.7.5Allows you to set the level of enemies, the frequency of rare creatures, and some other elements of difficulty independently during character creation, to make the game as easy or hard as you like. If you make the game at least as hard as a vanilla difficulty setting, you qualify for that difficulty's achievements. This mod will be incompatible with other mods that re-arrange the character creation screen. 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.] Wanderer Start Tweak 1.7.6With this addon, Wanderers will not learn talent types with a minimum level greater than their current level (i.e. they will not learn high level trees before level 10). Compatability note: overwrites getBirthDescriptor("subclass", "Wanderer").copy.randventurerLearn in an unfriendly manner. Likely not compatible with other addons that alter the manner in which Wanderers learn talent categories. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Higher |
| Class | Sun Paladin |
| Level / Exp | 34 / 68% |
| Size | medium |
| Lifes / Deaths | Killed by Mayabrerin the vampire at level 30 on the 63rd Dusk 122nd year of Ascendancy at 01:24 3 / 3Killed by armoured skeleton warrior at level 34 on the 74th Dusk 122nd year of Ascendancy at 02:16 Killed by Aeremira the forest troll at level 34 on the 74th Dusk 122nd year of Ascendancy at 08:52 |
Primary Stats
| Strength | 74 (base 60) |
| Dexterity | 28 (base 24) |
| Constitution | 18 (base 10) |
| Magic | 64 (base 60) |
| Willpower | 20 (base 10) |
| Cunning | 15 (base 10) |
Resources
| Life | 777/777 |
| Mana | 348/348 |
| Stamina | 224/224 |
| Positive | 59/59 |
| Healing Factor | 1.2211363549267 |
| Regeneration | 0.30528408873167 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -47.933333333333% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 15 |
| Lite | 11 |
| Infravision | 3 |
| See Stealth | 10 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 147 |
| Accuracy | 51 |
| Crit Chance | 30% |
| APR | 13 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 43 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Light | +25% |
| Mind | +5% |
| Physical | +10% |
| Fire | +9% |
| All | 0% |
Offense: Damage Penetration
| Acid | +30% |
| Light | +42% |
| Lightning | +42% |
| Cold | +44% |
| Physical | +55% |
| Mind | +45% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 23 (35.65183292883%) |
| Defense | 60 |
| Ranged Defense | 60 |
| Fatigue | 0 |
| Physical Save | 34 |
| Spell Save | 45 |
| Mental Save | 20 |
Defense: Resistances
| Acid | + 42%( 70%) |
| Arcane | + 25%( 70%) |
| Cold | + 27%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 37%( 70%) |
| Light | + 49%( 70%) |
| Physical | + 51%( 70%) |
| Fire | + 27%( 70%) |
| Nature | + 25%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Teleport Resistance | 0% |
| Confusion Resistance | 45% |
| Disarm Resistance | 31% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 592% 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. |
| 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 80 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 188 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 12 up to 3 times. Its effects scale with your Cunning stat. |
Class Talents
| Celestial / Crusader | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 4/5 |
| 5/5 |
| 1/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Radiance | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Two-handed assault | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Celestial / Chants | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| talent | Weapon of Wrath |
| talent | Weapon of Light |
| talent | Searing Sight |
| talent | Second Life |
| talent | Chant of Resistance |
| talent | Righteous Strength |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You failed to protect the lone alchemist from death by orc cryomancer. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lone alchemist from death by Gunsnake. Escort: lone alchemist (level 3 of Scintillating Caves) | failed |
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 Strength by +5. | done |
You failed to protect the lost sun paladin from death by Naradin. Escort: lost sun paladin (level 4 of Dreadfell) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by Zubonne the vampire lord. Escort: lost warrior (level 3 of Dreadfell) | failed |
You failed to protect the worried loremaster from death by Naradin. Escort: worried loremaster (level 7 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the 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. | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to 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. | 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. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 |
Equipment
| On feet | Wanderer's Rest (4 def, 0 armour)0.0 Encumbrance T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex offense ------ Move Speed +10% defense ------ Defense +4 (+1 eff.) Fatigue -10% Resistance +5% physical Pinning Resist +100% other ------- Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Effective talent level: 3.6 Power cost 20 out of 20/20. Range 6 Cooldown: 15 Travel.spd instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
| Light source | Naturehunger1.0 Encumbrance T3 lite [Rare] Master While equipped: offense ------ Critical power +15.00% Damage +3% acid Ignore resists +5% acid When Hit 2 nature On-Hit (Melee): * 10% chance to slow global speed by 42% defense ------ Resistance +9% nature Blind Resist +32% Confus Resist +15% other ------- Light +9 See Stealth +10 See Invis +10 Track: Puts all charms on 40 cooldown Effective talent level: 3.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 13 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | iron helm 'Naharahir' (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Str defense ------ Armor +3 Fatigue +5% Resistance +3% acid Life +20.00 Healmod +15% Pinning Resist +10% Stun Resist +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | piercing dwarven-steel torque of clear mind [power 3] (25 cooldown)2.0 Encumbrance T3 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase all damage penetration by 15% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | steel quartz ring0.1 Encumbrance T2 ring jewelry [Ego+] Arcane While equipped: Stats +3 Mag offense ------ On-Hit 17 light On-Ranged-Hit 20 light Damage +13% light defense ------ Stun Resist +30% Rings make your fingers look great! |
| On fingers | gold quartz ring0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +10 (+4 eff.) Ignore Armor +10 defense ------ Defense +9 (+2 eff.) Stun Resist +30% Disengage: Puts all charms on 10 cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around waist | Neira's Memory1.0 Encumbrance T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil defense ------ Confus Resist +30% Stun Resist +30% other ------- Mana-on-crit +3.00 Surround yourself with a magical shield (strength 260, based on Magic) for 10 turns. Uses 20 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
| In main hand | stralite greatmaul 'Arcransom' (184% power, 3 apr)5.0 Encumbrance T4 greatmaul 2H weapon [Random Unique] Nature/Master Weapon Damage 185% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.5% Attack Speed 100% On-crit, radius 2 +28 lightning +30 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +10.0% Move Speed +46% Ignore resists +17% lightning +19% cold On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +12% lightning +3% nature +5% arcane Massive two-handed mauls. |
| On hands | Aderianne the dwarven-steel gauntlets (20 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Psionic While equipped: Stats +2 Con offense ------ Ignore resists +10% mind +20% physical Accuracy +7 (+3 eff.) defense ------ Armor +2 Defense +20 (+5 eff.) Fatigue +3% Physical save +7 (+4 eff.) Spell save +15 (+5 eff.) Mind save +8 (+4 eff.) Disarm Resist +31% other ------- Stamina/turn +2.00 Unarmed combat: Weapon Damage 119% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +8 Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On Hit: 10% Perfect Control 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Robe of Force (12 def, 8 armour)2.0 Encumbrance T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) Damage +5% mind +5% physical Ignore resists +10% mind +10% physical defense ------ Armor +8 Defense +12 (+3 eff.) Resistance +15% acid +12% physical +9% all Physical save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 23.47 to 29.33 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
| Cloak | Wrap of Stone (0 def, 0 armour)2.0 Encumbrance T2 cloak armor [Unique] Arcane While equipped: offense ------ Spellpower +6 (+2 eff.) Damage +5% physical defense ------ Resistance +5% physical other ------- Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Effective talent level: 1.2 Power cost 60 out of 60/60. Range melee/personal Cooldown: 60 Travel.spd instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 5 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 92.66 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
| Around neck | Daneth's Neckguard2.0 Encumbrance T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con defense ------ Armor +10 Fatigue +2% Resistance +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Inventory
heroism infusion (die at -100; dur 8; cd 31)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 31 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 -100 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 100 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion (die at -258; dur 8; cd 26)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 26 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 -258 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 258 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 639%; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 639% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
blink rune of the warrior (range 7; phase 25; cd 11)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 7 Cooldown: 11 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 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 25%, your defense is increased by 25 and all your resistances by 25%. 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. |
biting gale rune of the psychic (damage 90; dur 4; cd 20)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 20 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 90.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Willpower 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 (absorb 37; cd 13)0.1 Encumbrance rune scroll [Normal] 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 37 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. 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 psychic (absorb 40; 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 40 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the warrior (absorb 281; dur 4; 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 281 damage for 4 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the duelist (range 88; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 88 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. |
teleportation rune of the titan (range 42; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 42 with a minimum range of 15. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Byrim the Dawnzeal0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: Stats +4 Dex +4 Cun +3 Con offense ------ Physical Power +15 (+5 eff.) Move Speed +10% Damage +3% light +9% physical defense ------ Armor +2 Fatigue -4% Life Regen +1.00 other ------- Stamina/turn +0.30 Amulets make your neck look great! |
Chalorach =stun=0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Wil offense ------ Ignore Armor +3 defense ------ Resistance +12% lightning +2% physical Stun Resist +22% other ------- Light +2 Infravision +1 See Invis +12 Amulets make your neck look great! |
copper amulet of dexterity (+2) =dex=0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex Amulets make your neck look great! |
starlit copper amulet of cunning (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun defense ------ Resistance +11% light +10% darkness Blind Resist +20% Amulets make your neck look great! |
Mirror Shards0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Damage +12% light When Hit: * 30% chance to blind defense ------ Resistance +25% light other ------- Light +1 Create a reflective shield (50% reflection rate, 278 strength, based on Magic) for 5 turns. Uses 24 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
warrior's gold amulet of perfection (0.28 Cunning / Survival,0.28 Celestial / Crusader)0.1 Encumbrance T3 amulet jewelry [Ego+] Nature/Master While equipped: defense ------ Resistance +7% physical other ------- Stamina/turn +0.50 Masteries +0.28 Cunning/Survival +0.28 Celestial/Crusader Amulets make your neck look great! |
Wheel of Fate0.1 Encumbrance T1 ring jewelry [Unique] Arcane While equipped: Stats +5 Str +1 Wil +2 Cun +5 Con offense ------ Critical power +5.00% Physical Power +7 (+3 eff.) On-Hit 10 physical On-Ranged-Hit 5 physical Damage +11% physical On-Hit (Melee): * 12% chance to reduce all saves and defense by 17 On-Hit (Ranged): * 11% chance to reduce all saves and defense by 17 defense ------ Resistance +3% cold +11% physical Blind Resist +20% Teleport Resist +10% other ------- Hate-on-crit +2.00 Max hate +6.00 Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 cooldown "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
copper ring0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
warrior's copper ring of darkness (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str offense ------ Damage +11% darkness defense ------ Armor +4 Resistance +22% darkness Rings make your fingers look great! |
wizard's copper ring of corrosion (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag offense ------ Damage +11% acid defense ------ Resistance +22% acid Spell save +6 (+2 eff.) Rings make your fingers look great! |
Arabrewe the steel ring0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Wil offense ------ Mindpower +15 (+7 eff.) Damage +3% acid +9% mind Accuracy +7 (+3 eff.) Ignore Armor +8 defense ------ Defense +8 (+2 eff.) Resistance +6% nature +7% blight Mind save +6 (+3 eff.) Poison Resist +10% Disease Resist +12% Disengage: Puts all charms on 10 cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Dazzlewaker0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +8 Mag +8 Wil +1 Con offense ------ Spellpower +11 (+4 eff.) Spellpower/crit +2 defense ------ Spell save +16 (+6 eff.) other ------- Max stamina +16.00 Light +2 Rings make your fingers look great! |
Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 9.89 cold and 10.88 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
marksman's steel ring of perseverance0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+2 eff.) defense ------ Life Regen +2.00 Stun Resist +21% Rings make your fingers look great! |
warrior's steel ring of clarity0.1 Encumbrance T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Str defense ------ Armor +4 Mind save +5 (+2 eff.) Confus Resist +25% Rings make your fingers look great! |
Hettaregodin0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +12 Str +10 Con offense ------ Physical Crit +4.0% Critical power +5.00% Physical Power +15 (+5 eff.) defense ------ Blind Resist +31% other ------- Infravision +4 See Stealth +10 See Invis +12 Rings make your fingers look great! |
truestriking dwarven-steel battleaxe of amnesia (140% power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon [Ego++] Master/Psionic Weapon Damage 141% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: offense ------ Ignore resists +12% physical Accuracy +16 (+6 eff.) Ignore Armor +12 Massive two-handed battleaxes. |
The Gaping Maw (184% power, 4 apr)3.0 Encumbrance T5 battleaxe 2H weapon [Unique] Nature/Disrupt Weapon Damage 184% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On-hit +50 acid +50 nature slow On Crit: * deal manaburn damage equal to your mindpower in a radius 3 cone While equipped: Stats +0 Str +0 Wil offense ------ Damage +0% nature other ------- Cooldown Mana Clash -2 Ice Claw -1 Swallow -2 This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
dwarven-steel greatmaul 'Eremyregobers' (151% power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Rare] Psionic Weapon Damage 151% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +19 mind On Hit: * 34% chance to reduce all saves and defense by 17 While equipped: Stats +9 Dex +6 Wil +6 Cun offense ------ Physical Crit +6.0% Accuracy +15 (+5 eff.) defense ------ Armor +8 other ------- Stamina/turn +3.00 Massive two-handed mauls. |
Mayalle (160% power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Random Unique] Nature/Master Weapon Damage 160% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +20 nature +8 blight While equipped: offense ------ Spell Crit +2% Spellpower +20 (+7 eff.) Damage +15% blight Ignore resists +16% physical Accuracy +12 (+4 eff.) Ignore Armor +16 Massive two-handed swords. |
slime-covered dwarven-steel greatsword of massacre (159% power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Ego] Disrupt/Master Weapon Damage 160% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On Hit: * 14% chance to slow global speed by 42% Massive two-handed swords. |
stormbringer's deep-steel trident (134% power, 10 apr)3.0 Encumbrance T3 trident 2H weapon [Ego+] Nature Weapon Damage 134% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +2.5% Attack Speed 100% On-crit, radius 2 +20 lightning +35 cold While equipped: offense ------ Move Speed +38% Ignore resists +14% lightning +16% cold A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
arcing dwarven-steel longsword of projection (125% power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Ego+] Arcane/Psionic Weapon Damage 126% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) * 25% chance for lightning to strike from the target to a second target dealing 74 damage Sharp, long, and deadly. |
enhanced stralite longsword of massacre (157% power, 5 apr)3.0 Encumbrance T4 longsword 1H weapon [Ego+] Nature/Master Weapon Damage 158% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +6 Str +6 Dex +4 Mag +7 Wil +4 Cun +7 Con Sharp, long, and deadly. |
Abyssnaught the dwarven-steel mace (128% power, 4 apr)3.0 Encumbrance T3 mace 1H weapon [Rare] Arcane Weapon Damage 128% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On-hit +13 light Damage Against +17% Undead While equipped: offense ------ Damage +12% mind +18% fire Ignore resists +20% fire On-Hit (Melee): * 20% chance to reduce all saves and defense by 17 defense ------ Resistance +9% mind Blunt and deadly. |
hateful dwarven-steel mace of massacre (144% power, 4 apr)3.0 Encumbrance T3 mace 1H weapon [Ego] Master/Psionic Weapon Damage 144% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On-hit +7 darkness Damage Against +9% Living Blunt and deadly. |
quick dwarven-steel mace of rage (134% power, 4 apr)3.0 Encumbrance T3 mace 1H weapon [Ego++] Master Weapon Damage 134% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% While equipped: Stats +5 Str +2 Dex offense ------ Combat Speed +10% Damage +7% physical Accuracy +24 (+8 eff.) Blunt and deadly. |
quick stralite mace of shearing (145% power, 5 apr)3.0 Encumbrance T4 mace 1H weapon [Ego++] Master Weapon Damage 146% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +3 Dex offense ------ Combat Speed +10% Ignore resists +9% all Accuracy +22 (+7 eff.) Ignore Armor +10 Blunt and deadly. |
Nereyana (121% power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Rare] Master Weapon Damage 122% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On Crit: * Wound the target dealing 214 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +4 Cun offense ------ Physical Crit +10.0% Physical Power +10 (+4 eff.) Damage +9% physical Accuracy +25 (+8 eff.) defense ------ Armor +8 Physical save +6 (+3 eff.) Spell save +9 (+3 eff.) Life +60.00 One-handed war axes. |
Umbral Razor (129% power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Weapon Damage 129% Range: 1.0x-1.3x Uses 50% Dex, 15% Mag, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +9.0% Attack Speed 100% Damage Conversion 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag offense ------ Damage +5% darkness Ignore resists +10% darkness defense ------ Resistance +10% darkness Stealth +10 Invoke Darkness: Effective talent level: 3.0 Power cost 20 out of 20/20. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 99.93 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Shantiz the Stormblade (111% power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Weapon Damage 111% Range: 1.0x-1.3x Uses 100% Dex Damage Physical 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 +20 Dex defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Swordbreaker (129% power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Master Weapon Damage 129% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +15.0% Attack Speed 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex defense ------ Hardiness +20% Defense +15 (+4 eff.) Physical save +15 (+7 eff.) Disarm Resist +50% other ------- Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Cracklegrind (91% power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Rare] Nature/Psionic Weapon Damage 92% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% On-crit, radius 2 +8 lightning While equipped: Stats +8 Dex +2 Wil offense ------ Mind Crit +3% Mindpower +6 (+3 eff.) When Hit 4 lightning defense ------ Resistance +9% lightning +20% darkness Mind save +6 (+3 eff.) other ------- Max psi +32.00 Light +3 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
creative pulsing mindstar of disruption (107% power, 32 apr, mind damage)3.0 Encumbrance T4 mindstar 1H weapon Reqs Wil 35 [Ego+] Nature/Disrupt/Psionic Weapon Damage 107% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% Damage Against +12% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: Stats +2 Cun offense ------ Mind Crit +4% Critical power +7.00% Mindpower +8 (+4 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
harmonious pulsing mindstar of frost (107% power, 32 apr, nature damage)3.0 Encumbrance T4 mindstar 1H weapon Reqs Wil 35 [Ego++] Nature Weapon Damage 107% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) On-Hit 12 cold Damage +5% nature +10% cold Ignore resists +6% nature +11% cold defense ------ Armor +9 Resistance +6% nature +16% cold other ------- Talents +1 Attune Mindstar Masteries +0.20 Wild-gift/Harmony Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mighty stralite steamgun of piercing4.0 Encumbrance T4 steamgun 1H weapon Reqs Dex 35 Shoot Steam Pool [Ego+] Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +9 Projectile Speed +600% Uses 2.0 Steam While equipped: Stats +3 Str offense ------ Physical Power +10 (+4 eff.) Ignore resists +9% all Accuracy +6 (+2 eff.) Ignore Armor +8 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
plaguebringer's quiver of yew arrows of annihilation (18/18, 152% power, 22 apr)3.0 Encumbrance T3 arrow ammo [Ego++] Arcane/Master Weapon Damage 152% Range: 1.0x-1.4x Uses 50% Str, 70% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +22 Critical Rate +13.0% Capacity 18 Projectile Speed +200% On-ranged-hit +20 blight On Hit: 20% Epidemic 3 On Hit: * 12% chance to reduce strength, dexterity, and constitution by 22 Arrows are used with bows to pierce your foes to death. |
Dayviper (19/49, 136% power, 3 apr)3.0 Encumbrance T3 shot ammo [Rare] Master Weapon Damage 137% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +7.0% Capacity 49 On-ranged-hit +12 physical +8 light On-Hit, radius 1 +20 mind +20 physical On-crit, radius 2 +12 mind On Hit: * 20% chance to reduce all saves and defense by 17 While equipped: other ------- Reload +5 Shots are used with slings to pummel your foes to death. |
high-capacity pouch of stralite shots of erosion (47/53, 154% power, 5 apr)3.0 Encumbrance T4 shot ammo Reqs Dex 35 [Ego] Nature/Master Weapon Damage 154% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +5.5% Capacity 53 On-ranged-hit +6 nature While equipped: other ------- Reload +3 Shots are used with slings to pummel your foes to death. |
Emutta the Dayshine (0 def, 6 armour, 133% power, 122 block)7.0 Encumbrance T3 shield armor [Rare] Arcane When used to Attack: Weapon Damage 134% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +3.5% Block +122 On-hit +15 lightning While equipped: Stats +4 Str +4 Dex offense ------ When Hit 15 lightning 6 light defense ------ Armor +6 Fatigue +8% Resistance +24% lightning Physical save +15 (+7 eff.) other ------- See Invis +6 Talents +1 Block Handheld deflection devices. |
dwarven-steel shield of the stars (0 def, 6 armour, 140% power, 81 block)7.0 Encumbrance T3 shield armor [Ego+] Arcane When used to Attack: Weapon Damage 141% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +3.5% Block +81 On-hit +12 light +12 darkness While equipped: Stats +4 Cun +5 Mag offense ------ Damage +12% light +13% darkness defense ------ Armor +6 Fatigue +8% Resistance +13% light +15% darkness other ------- Talents +1 Block Handheld deflection devices. |
reinforced dwarven-steel shield of the stars (0 def, 9 armour, 135% power, 112.5 block)7.0 Encumbrance T3 shield armor [Ego+] Arcane/Master When used to Attack: Weapon Damage 135% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +3.5% Block +112 On-hit +13 light +13 darkness While equipped: Stats +4 Cun +4 Mag offense ------ Damage +12% light +13% darkness defense ------ Armor +9 Fatigue +8% Resistance +14% light +13% darkness other ------- Talents +1 Block Handheld deflection devices. |
corrosive stralite shield of acid resistance (+34%) (0 def, 8 armour, 159% power, 146 block)7.0 Encumbrance T4 shield armor [Ego+] Arcane/Master When used to Attack: Weapon Damage 160% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +4.5% Block +146 On-hit +14 acid While equipped: Stats +2 Con offense ------ When Hit: * 14% chance to reduce armor by 32% defense ------ Armor +8 Fatigue +8% Resistance +34% acid other ------- Talents +1 Block Handheld deflection devices. |
crackling stralite shield of patience (0 def, 8 armour, 156% power, 139.5 block)7.0 Encumbrance T4 shield armor [Ego++] Arcane When used to Attack: Weapon Damage 156% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +4.5% Block +140 On-hit +15 lightning While equipped: Stats +3 Dex offense ------ When Hit 17 lightning defense ------ Armor +8 Fatigue +8% Resistance +17% lightning +10% temporal other ------- Talents +1 Block Temporal Shield: (Instant) Puts all charms on 30 cooldown Effective talent level: 5.0 Power cost 30 out of 30/30. Range 10 Cooldown: 18 Travel.spd instantaneous Is: a spell and usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (349) is absorbed, or the time runs out (10 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
reinforced stralite shield of earthen fury (0 def, 13 armour, 159% power, 202.5 block)7.0 Encumbrance T4 shield armor [Ego+] Nature/Master When used to Attack: Weapon Damage 160% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +4.5% Block +202 On Hit: * Deal physical damage equal to your armor (23) While equipped: defense ------ Armor +13 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+5 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+2 eff.) Resistance +30% nature +11% all Physical save +10 (+5 eff.) Spell save +10 (+4 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
cashmere robe 'Blazewild' (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Rare] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +4 (+1 eff.) Spellpower/crit +10 Damage +9% temporal defense ------ Resistance +21% lightning +11% all Spell save +19 (+7 eff.) other ------- Max mana +80.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe of alchemy (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego+] Arcane While equipped: offense ------ Damage +8% acid +10% physical +13% fire +5% cold defense ------ Resistance +13% acid +13% physical +13% fire +13% cold +11% all other ------- Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
tormentor's cashmere robe of life (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego++] Nature/Psionic While equipped: Stats +3 Cun offense ------ Critical power +13.00% defense ------ Resistance +10% blight +11% all Life +62.00 Life Regen +2.40 Healmod +15% other ------- Hate-on-crit +3.00 Psi-on-crit +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant cashmere robe of protection (3 def, 3 armour)2.0 Encumbrance T3 cloth armor [Ego+] Nature/Master While equipped: Stats +4 Con offense ------ Damage +11% nature defense ------ Armor +3 Defense +3 (+1 eff.) Resistance +11% all Physical save +19 (+8 eff.) Poison Resist +26% Disease Resist +29% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
fortifying dwarven-steel mail armour of command (11 def, 14 armour)14.0 Encumbrance T3 heavy armor [Ego++] Master/Psionic While equipped: Stats +2 Str +1 Cun +4 Con defense ------ Armor +14 Defense +11 (+3 eff.) Fatigue +12% Mind save +15 (+7 eff.) Life +35.00 A suit of armour made of mail. |
radiant dwarven-steel mail armour of the deep (3 def, 10 armour)14.0 Encumbrance T3 heavy armor [Ego++] Nature While equipped: Stats +3 Wil defense ------ Armor +10 Defense +3 (+1 eff.) Fatigue +12% Resistance +13% blight +8% cold +20% darkness +7% acid other ------- Light +1 Breathe water A suit of armour made of mail. |
radiant stralite mail armour of implacability (4 def, 14 armour)14.0 Encumbrance T4 heavy armor [Ego++] Nature/Master While equipped: Stats +3 Wil defense ------ Armor +14 Defense +4 (+1 eff.) Fatigue +6% Resistance +11% blight +15% darkness Physical save +9 (+5 eff.) other ------- Light +2 A suit of armour made of mail. |
searing stralite mail armour of resilience (4 def, 8 armour)14.0 Encumbrance T4 heavy armor [Ego+] Arcane/Nature While equipped: offense ------ On-Hit 16 acid 8 fire When Hit 12 acid 11 fire defense ------ Armor +8 Defense +4 (+1 eff.) Fatigue +12% Resistance +11% acid +24% fire Life +38.00 A suit of armour made of mail. |
Layithra1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +3 Str +1 Mag offense ------ Physical Crit +1.0% Mind Crit +1% defense ------ Armor +4 Unlife -20.00 life Life +31.00 other ------- Stamina/turn +1.00 A belt that goes around your waist. |
Prismward =cun=1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +4 Cun offense ------ Physical Power +3 (+1 eff.) Ignore resists +10% cold When Hit 2 light defense ------ Spell save +6 (+2 eff.) other ------- Psi when Hit +0.12 Size +1 A belt that goes around your waist. |
rough leather belt 'Glarelace'1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +6% mind Ignore resists +5% light +10% acid When Hit 2 acid 2 light 6 mind defense ------ Life +33.00 A belt that goes around your waist. |
Bileroar the hardened leather belt1.0 Encumbrance T3 belt armor [Rare] Psionic While equipped: Stats +3 Cun offense ------ Mind Crit +2% Critical power +15.00% Mindpower +6 (+3 eff.) Ignore resists +25% nature defense ------ Physical save +10 (+5 eff.) Mind save +18 (+9 eff.) other ------- Psi when Hit +0.08 Vim-on-crit +2.00 A belt that goes around your waist. |
Glowquell the hardened leather belt1.0 Encumbrance T3 belt armor [Rare] Arcane While equipped: Stats +1 Cun +5 Mag offense ------ Critical power +20.00% Damage +9% light defense ------ Armor +8 other ------- Max psi +20.00 Light +3 Create a temporary shield that absorbs 239 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
Jaw of Rogroth1.0 Encumbrance T3 belt armor [Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +5 (+2 eff.) other ------- Vim/kill +4.00 Max souls +3.00 Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 24 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. |
Yvemina the hardened leather belt1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +4 Str +4 Con offense ------ Physical Power +6 (+2 eff.) defense ------ Armor +6 Resistance +3% darkness Physical save +9 (+5 eff.) Unlife -60.00 life Disease Resist +20% Teleport Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Size +1 A belt that goes around your waist. |
hardened leather belt 'Shimmerwend'1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: offense ------ Ignore resists +25% lightning When Hit 4 lightning On-Hit (Melee): * 20% chance to reduce damage dealt by 14% defense ------ Resistance +15% mind +12% lightning Life +42.00 A belt that goes around your waist. |
monstrous hardened leather belt1.0 Encumbrance T3 belt armor [Ego+] Nature While equipped: Stats +4 Str +5 Con offense ------ Physical Power +8 (+3 eff.) defense ------ Physical save +7 (+4 eff.) other ------- Size +1 A belt that goes around your waist. |
Quench's kiss the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Damage +9% cold When Hit 2 cold defense ------ Defense +1 (+0 eff.) Resistance +6% light +1% physical Life +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Aretta' (7 def, 0 armour) =dex=2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str +5 Dex +1 Cun +1 Con defense ------ Defense +7 (+2 eff.) Resistance +3% mind Crit Resistance 5.00% Physical save +5 (+3 eff.) other ------- Infravision +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Zaniduneg' (10 def, 5 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +5 Cun defense ------ Armor +5 Defense +10 (+2 eff.) Physical save +15 (+7 eff.) Spell save +15 (+5 eff.) Mind save +14 (+7 eff.) other ------- Psi when Hit +0.16 Hate-on-crit +5.00 Max hate +8.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping cashmere cloak of the Shaloren (10 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego] Arcane/Master While equipped: Stats +2 Mag +3 Wil defense ------ Defense +10 (+2 eff.) Physical save +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal cashmere cloak of fog (7 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego+] Nature/Psionic While equipped: Stats +3 Wil defense ------ Defense +7 (+2 eff.) Resistance +14% light +16% fire Mind save +6 (+3 eff.) Stealth +7 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Bokadir the Healwisp (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Physical Crit +1.0% Ignore resists +5% nature defense ------ Armor +1 Resistance +6% fire +6% cold Unlife -40.00 life other ------- Max stamina +30.00 A pair of boots made of leather. |
pair of hardened leather boots 'Eclipsekin' (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +3 Dex +3 Mag +6 Cun +3 Con offense ------ Damage +9% arcane Ignore resists +25% darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 14% defense ------ Armor +3 Resistance +3% darkness Physical save +13 (+6 eff.) Mind save +18 (+9 eff.) other ------- Spell cooldown 10% Disengage: Puts all charms on 15 cooldown Effective talent level: 3.0 Power cost 15 out of 15/15. 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 168% 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. A pair of boots made of leather. |
pair of hardened leather boots of massiveness (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego+] Master While equipped: Stats +5 Str +5 Con offense ------ Damage +7% physical defense ------ Armor +3 other ------- Size +1 A pair of boots made of leather. |
undeterred pair of hardened leather boots of disengagement (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego++] Arcane/Master While equipped: Stats +2 Cun +2 Dex defense ------ Armor +3 Silence Resist +21% Confus Resist +25% Stun Resist +26% Disengage: Puts all charms on 15 cooldown Effective talent level: 3.0 Power cost 15 out of 15/15. 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 168% 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. A pair of boots made of leather. |
Bokydedas (0 def, 5 armour)3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Physical Crit +1.0% When Hit 4 mind defense ------ Armor +5 Fatigue +2% Resistance +6% lightning +6% temporal Physical save +3 (+2 eff.) Unlife -80.00 life other ------- Hate-on-crit +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Xedheda the pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: offense ------ Ignore resists +10% acid On-Hit (Melee): * 20% chance to reduce armor by 32% * 10% chance to reduce all saves and defense by 17 defense ------ Armor +3 Fatigue +2% Resistance +3% acid +3% mind Silence Resist +20% Confus Resist +21% Stun Resist +26% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Brandtide the pair of dwarven-steel boots (0 def, 7 armour)3.0 Encumbrance T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +2 Mag +3 Wil +3 Cun offense ------ Ignore resists +12% darkness +13% temporal When Hit 4 fire defense ------ Armor +7 Fatigue +3% Resistance +13% darkness +19% temporal Silence Resist +26% Confus Resist +28% Stun Resist +29% Out-of-Phase Defense +13 Out-of-Phase Resistance +11% Out-of-Phase Resilience +16% 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. |
Olabar the pair of dwarven-steel boots (10 def, 9 armour)3.0 Encumbrance T3 feet armor [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Mag +3 Wil offense ------ Move Speed +10% defense ------ Armor +9 Defense +10 (+2 eff.) Fatigue -3% Resistance +12% lightning Spell save +6 (+2 eff.) Life +37.00 Blind Resist +10% other ------- Stamina/turn +0.50 Infravision +2 Blink to a nearby random location (rad 10) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of dwarven-steel boots (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego+] Arcane While equipped: defense ------ Armor +4 Fatigue +3% Silence Resist +27% Confus Resist +26% Stun Resist +27% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
wanderer's pair of dwarven-steel boots (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego+] Master While equipped: Stats +3 Cun +3 Con defense ------ Armor +4 Fatigue +3% Physical save +16 (+7 eff.) Mind save +18 (+9 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Aduriath the rough leather gloves (0 def, 1 armour) =cun=1.0 Encumbrance T1 hands armor [Rare] Arcane While equipped: Stats +3 Cun +1 Con offense ------ On-Hit 6 light Damage +4% light defense ------ Armor +1 Resistance +6% light +3% blight Unarmed combat: Weapon Damage 92% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On Hit: 20% Searing Light 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves of dexterity (+2) (0 def, 1 armour) =dex=1.0 Encumbrance T1 hands armor [Ego] Master While equipped: Stats +2 Dex offense ------ Accuracy +10 (+4 eff.) defense ------ Armor +1 Unarmed combat: Weapon Damage 96% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +5 Ignore Armor +1 Critical Rate +5.0% Attack Speed 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Crystle's Astral Bindings (0 def, 0 armour)1.0 Encumbrance T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag offense ------ Spell Crit +3% Spellpower +2 (+1 eff.) Spellpower/crit +4 Damage +8% darkness +8% temporal Ignore resists +10% darkness +10% temporal defense ------ Resistance +8% darkness +8% temporal other ------- Negative/turn +0.20 Unarmed combat: Weapon Damage 109% Range: 1.0x-1.1x Uses 40% Cun, 40% Str, 20% Mag 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +6.0% Attack Speed 100% Damage Conversion 100% void On Hit: 15% Dust to Dust 1 On Hit: 10% Mind Blast 1 On Hit: 10% Turn Back the Clock 1 On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
drakeskin leather gloves 'Amuregozor' (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Random Unique] Arcane/Master While equipped: Stats +4 Str offense ------ Physical Crit +13.0% Spell Crit +13% Mind Crit +13% Critical power +12.00% Physical Power +10 (+4 eff.) On-Hit 5 light Damage +7% light +6% acid Ignore resists +25% mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 17 defense ------ Armor +3 Resistance +13% light +6% mind Unarmed combat: Weapon Damage 149% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +15.0% Attack Speed 100% On Hit: 20% Searing Light 5 On Crit: 20% Cripple 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Erelantir (0 def, 14 armour)1.5 Encumbrance T2 hands armor [Random Unique] Nature/Psionic While equipped: offense ------ On-Hit 15 physical Damage +6% physical defense ------ Armor +14 Fatigue +3% Life Regen +5.00 Healmod +5% Silence Resist +20% other ------- Stamina/turn +0.70 Mana-on-crit +2.00 Max stamina +16.00 Unarmed combat: Weapon Damage 118% Range: 1.0x-1.4x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-Hit, radius 1 +13 physical On-crit, radius 2 +13 physical On Hit: 10% Nightmare 3 On Hit: 20% Sand Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Emuritira' (25 def, 6 armour)1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ Physical Crit +5.0% Physical Power +10 (+4 eff.) On-Hit 8 nature Damage +7% nature defense ------ Armor +6 Defense +25 (+6 eff.) Fatigue +3% Resistance +7% nature +6% mind Unarmed combat: Weapon Damage 122% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-crit, radius 2 +7 nature On Hit: 10% Venomous Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Noonward the voratun gauntlets (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Random Unique] Nature/Master While equipped: Stats +8 Str +5 Wil +4 Con offense ------ Physical Power +9 (+3 eff.) defense ------ Armor +3 Fatigue +5% Resistance +3% fire +9% darkness +3% physical Life Regen +6.30 Disarm Resist +42% other ------- Stamina/turn +1.00 Psi/turn +0.30 Light +1 Masteries +0.20 Technique/Grappling Unarmed combat: Weapon Damage 144% Range: 1.0x-1.4x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 83% On Hit: 10% Disarm 5 On Hit: 10% Second Wind 1 Metal gloves protecting the hands up to the middle of the lower arm. |
heroic voratun gauntlets (0 def, 7 armour)1.5 Encumbrance T4 hands armor [Ego+] Master While equipped: defense ------ Armor +7 Fatigue +5% Mind save +8 (+4 eff.) Life +54.00 Unarmed combat: Weapon Damage 145% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +8 Ignore Armor +15 Critical Rate +10.0% Attack Speed 83% On Hit: 10% Battle Shout 5 Metal gloves protecting the hands up to the middle of the lower arm. |
Malusamnir the cashmere wizard hat (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: offense ------ Mind Crit +3% Mindpower +7 (+3 eff.) Damage +7% physical +7% darkness +15% mind defense ------ Defense +2 (+0 eff.) Resistance +12% physical +11% darkness +5% arcane Life Regen +2.00 Healmod +15% Blind Resist +20% other ------- Max hate +8.00 A pointy cloth hat, very wizardly... |
rough leather cap 'Growthzephyr,' (10 def, 1 armour) =def=2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Str offense ------ Physical Power +5 (+2 eff.) Damage +3% physical +9% cold Ignore resists +5% nature defense ------ Armor +1 Defense +10 (+2 eff.) Fatigue +1% A cap made of leather. |
Eye of the Forest (8 def, 0 armour)2.0 Encumbrance T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil offense ------ Damage +20% nature Ignore resists +15% nature defense ------ Defense +8 (+2 eff.) Mind save +12 (+6 eff.) Blind Resist +100% other ------- Infravision +2 See Stealth +15 See Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Effective talent level: 2.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
defender's hardened leather cap of constitution (+5) (6 def, 9 armour)2.0 Encumbrance T3 head armor [Ego+] Master While equipped: Stats +5 Con defense ------ Armor +9 Defense +6 (+1 eff.) Fatigue +3% Resistance +4% all Physical save +8 (+4 eff.) A cap made of leather. |
grounding hardened leather cap of constitution (+5) (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego] Nature/Master While equipped: Stats +5 Con defense ------ Armor +3 Fatigue +3% Resistance +7% lightning +7% temporal A cap made of leather. |
hardened leather cap 'Airnull' (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +5 Con offense ------ Mind Crit +8% Damage +30% lightning Ignore resists +15% lightning When Hit 6 acid defense ------ Armor +3 Fatigue +3% Resistance +6% acid other ------- Max psi +50.00 A cap made of leather. |
thaloren hardened leather cap (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego+] Master While equipped: Stats +4 Wil defense ------ Armor +3 Fatigue +3% Resistance +8% blight Mind save +8 (+4 eff.) A cap made of leather. |
Borontir (0 def, 3 armour) =dex=3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex offense ------ Critical power +5.00% defense ------ Armor +3 Fatigue +5% Resistance +6% nature +6% lightning other ------- Equi when Hit +0.04 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
bladed dwarven-steel helm of knowledge (0 def, 4 armour)3.0 Encumbrance T3 head armor [Ego++] Master/Psionic While equipped: Stats +5 Str +3 Wil +3 Cun offense ------ Mindpower +4 (+2 eff.) defense ------ Armor +4 Fatigue +4% Skullcracker: Puts all charms on 20 cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 172.8 Physical damage. If the attack hits, the target is confused (33% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
11 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+4 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 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. |
463 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. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(69 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
alchemist's lamp of the zealot1.0 Encumbrance T3 lite [Ego+] Disrupt While equipped: defense ------ Resistance +3% all Spell save +7 (+3 eff.) other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 25 out of 25/25. Range 5 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 104.83 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 104.83 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Ularain (dig speed 10 turns)3.0 Encumbrance T3 digger tool [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Str +2 Mag +4 Wil +2 Cun offense ------ Damage +10% mind +11% fire defense ------ Mind save +11 (+5 eff.) other ------- Max hate +6.00 Max vim +40.00 Spell cooldown 10% Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe of endurance (dig speed 30 turns)3.0 Encumbrance T3 digger tool [Ego] Master While equipped: Stats +5 Str defense ------ Fatigue -6% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Orb of Communication Orb of Communication0.0 Encumbrance orb [Plot Item] Unknown Speak with someone. Uses 1 power out of 128/128 Activation is instant. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
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. |
Gwai's Burninator2.0 Encumbrance T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 465.61 fire damage (based on Magic). Uses 50 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Mireblast [power 1] (25 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: defense ------ Armor +2 Resistance +3% temporal +6% fire +6% light +3% nature Knockbk Resist +10% Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
supercharged dwarven-steel torque of psionic shield [power 133] (30 cooldown)2.0 Encumbrance T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 133 for 5 turns Puts all charms on 30 cooldown Torques are made by powerful psionics to store psionic powers. |
yew wand of conjuration [power 230] (15 cooldown)2.0 Encumbrance T3 wand charm [Ego] Arcane Fire a magical bolt dealing 230 lightning damage Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Naradin the Higher Sun Paladin level 33
70th Dusk 122nd year of Ascendancy at 00:55 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Naradin the Higher Sun Paladin level 32
68th Dusk 122nd year of Ascendancy at 09:00 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun.By Naradin the Higher Sun Paladin level 27
51st Dusk 122nd year of Ascendancy at 19:25 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Naradin the Higher Sun Paladin level 24
35th Dusk 122nd year of Ascendancy at 14:34 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Naradin the Higher Sun Paladin level 27
51st Dusk 122nd year of Ascendancy at 16:46 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Naradin the Higher Sun Paladin level 10
3rd Summertide 122nd year of Ascendancy at 02:17 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Naradin the Higher Sun Paladin level 20
21st Dusk 122nd year of Ascendancy at 05:37 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Naradin the Higher Sun Paladin level 30
60th Dusk 122nd year of Ascendancy at 16:29 see stats
Lost in translation (Nightmare (Adventure) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Naradin the Higher Sun Paladin level 4
78th Pyre 122nd year of Ascendancy at 09:56 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Naradin the Higher Sun Paladin level 27
51st Dusk 122nd year of Ascendancy at 16:39 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Naradin the Higher Sun Paladin level 22
30th Dusk 122nd year of Ascendancy at 18:52 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Naradin the Higher Sun Paladin level 31
67th Dusk 122nd year of Ascendancy at 12:02 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Naradin the Higher Sun Paladin level 7
8th Mirth 122nd year of Ascendancy at 15:11 see stats
The bigger the better! (Nightmare (Adventure) difficulty)
Did over 3000 damage in one attack.By Naradin the Higher Sun Paladin level 27
51st Dusk 122nd year of Ascendancy at 16:39 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Naradin the Higher Sun Paladin level 18
14th Dusk 122nd year of Ascendancy at 11:20 see stats
The sky is falling! (Nightmare (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Naradin the Higher Sun Paladin level 24
34th Dusk 122nd year of Ascendancy at 15:41 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Naradin the Higher Sun Paladin level 24
36th Dusk 122nd year of Ascendancy at 10:35 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Naradin the Higher Sun Paladin level 16
8th Dusk 122nd year of Ascendancy at 09:19 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Naradin the Higher Sun Paladin level 31
67th Dusk 122nd year of Ascendancy at 14:33 see stats
Log
Talent Infusion: Healing is ready to use.
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Talent Healing Light is ready to use.
Talent Wave of Power is ready to use.
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Resting starts...
Talent Vitality is ready to use.
Talent Mark of Light is ready to use.
Talent Born into Magic is ready to use.
Naradin activates Righteous Strength.
Talent Sun Ray is ready to use.
Talent Weapon of Light is ready to use.
Talent Weapon of Wrath is ready to use.
Naradin activates Weapon of Wrath.
Talent Barrier is ready to use.
Naradin activates Weapon of Light.
Talent Chant of Resistance is ready to use.
Naradin activates Chant of Resistance.
Talent Searing Sight is ready to use.
Naradin activates Searing Sight.
Talent Second Life is ready to use.
Naradin activates Second Life.
Talent Providence is ready to use.
Talent Wrath of the Highborn is ready to use.
Rested for 24 turns (stop reason: all resources and life at maximum).
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You may not auto-explore this level.











































































































































