Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! 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: 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.
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:
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: 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. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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. 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: |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Skeleton |
Class | Archmage |
Level / Exp | 37 / 19% |
Size | medium |
Lifes / Deaths | Killed by armoured skeleton warrior at level 8 on the 5th Flare 122nd year of Ascendancy at 08:28 1 / 7Killed by Urkis, the High Tempest at level 22 on the 1st Wintertide 123rd year of Ascendancy at 06:56 Killed by Urkis, the High Tempest at level 22 on the 1st Wintertide 123rd year of Ascendancy at 09:22 Killed by Cyroleda the barrow wight at level 27 on the 49th Regrowth 123rd year of Ascendancy at 08:29 Killed by Aluin the Fallen at level 32 on the 66th Pyre 123rd year of Ascendancy at 15:14 Killed by Greater Mummy Lord at level 37 on the 74th Dusk 123rd year of Ascendancy at 15:46 Killed by he do be archmagin tho at level 37 on the 74th Dusk 123rd year of Ascendancy at 16:43 |
Primary Stats
Strength | 20 (base 10) |
Dexterity | 20 (base 10) |
Constitution | 21 (base 16) |
Magic | 90 (base 60) |
Willpower | 73 (base 60) |
Cunning | 45 (base 28) |
Resources
Life | 637/637 |
Mana | 220/740 |
Healing Factor | 1.0948044672219 |
Regeneration | 3.5581145184712 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -63.333333333333% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 1 |
See Invisible | 20 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 42 |
Accuracy | 40 |
Crit Chance | 22% |
APR | 17 |
Speed | 1.00 |
Offense: Spell
Spellpower | 69 |
Crit Chance | 21% |
Speed | 1 |
Offense: Mind
Mindpower | 43 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +68% |
Light | +16% |
Cold | +12% |
Darkness | +28% |
Physical | +6% |
Mind | +15% |
All | 0% |
Offense: Damage Penetration
Lightning | +60% |
Darkness | +33% |
All | +25% |
Defense: Base
Armour (hardiness) | 15 (35.65183292883%) |
Defense | 61 |
Ranged Defense | 61 |
Fatigue | 0 |
Physical Save | 25 |
Spell Save | 43 |
Mental Save | 34 |
Defense: Resistances
Acid | + 21%( 70%) |
Lightning | + 70%( 70%) |
Darkness | + 46%( 70%) |
Cold | + 22%( 70%) |
Arcane | + 20%( 70%) |
Fire | + 22%( 70%) |
All | + 16%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 28% |
Bleed Resistance | 100% |
Confusion Resistance | 48% |
Fear Resistance | 100% |
Stun Resistance | 84% |
Poison Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 628 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1317% for 10 turns (479 total) and instantly restoring 66 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Spell / Meta | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Spell / Air | 1.30 |
| 4/5 |
| 4/5 |
| 2/5 |
| 4/5 |
Spell / Arcane | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Phantasm | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 1/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by orc master assassin. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost tinker to the recall portal on level 5 of Dreadfell. Escort: lost tinker (level 5 of Dreadfell)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 72. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within20 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | undeterred pair of dwarven-steel boots of rushing (0 def, 4 armour) undeterred pair of dwarven-steel boots of rushing (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego++] Arcane/Master While equipped: Stats +3 Str +3 Con defense ------ Armor +4 Fatigue +3% Silence Resist +28% Confus Resist +23% Stun Resist +29% Rush: Puts all charms on 25 turn cooldown Effective talent level: 3.0 Power cost 25 out of 25/25. Range 8 Cooldown: 25 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ethereal alchemist's lamp of the sun ethereal alchemist's lamp of the sun0.0 Encumbrance T3 lite [Ego++] Arcane While equipped: Stats +5 Mag offense ------ Spellpower +8 (+2 eff.) Damage +8% light defense ------ Resistance +7% darkness Affinity +5% light other ------- Light +8 Sun Flare: Puts all charms on 30 turn cooldown Effective talent level: 3.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 202.52 light damage. At talent level 3 you gain 33% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | eldritch elven-silk wizard hat (3 def, 0 armour) eldritch elven-silk wizard hat (3 def, 0 armour)2.0 Encumbrance T5 head armor [Ego+] Arcane While equipped: offense ------ Spellpower +8 (+2 eff.) defense ------ Defense +3 (+1 eff.) other ------- Mana/turn +2.50 Mana when Hit +3.00 Max mana +73.00 Manaflow: Puts all charms on 40 turn cooldown Effective talent level: 2.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 25 Travel.spd instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 16 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Tool | Blackterror [power 440] (15 cooldown) Blackterror [power 440] (15 cooldown)2.0 Encumbrance T5 torque charm [Random Unique] Psionic While equipped: offense ------ Damage +6% lightning +12% darkness Ignore resists +20% lightning On-Hit (Melee): * 10% chance to reduce damage dealt by 22% defense ------ Resistance +3% lightning +6% darkness Project a gust of wind in a cone knocking all creatures back 13 spaces and dealing 466 physical damage Puts all charms on 15 turn cooldown 100% to increase all damage by 23% for 2 turns. 100% to cleanse 3 total effects of type disease, wound, or poison. 100% to gain a 30% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | Deluromifast the steel ring Deluromifast the steel ring0.1 Encumbrance T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +3 Dex +1 Cun +2 Con offense ------ When Hit 4 blight defense ------ Spell save +13 (+4 eff.) Mind save +7 (+3 eff.) Life Regen +3.00 Confus Resist +25% Stun Resist +30% other ------- Max stamina +10.00 Light +2 See Invisibility +6 Rings make your fingers look great! |
On fingers | Aramahek Aramahek0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: offense ------ Physical Crit +3.0% Physical Power +10 (+5 eff.) Damage +12% lightning +15% mind Accuracy +10 (+3 eff.) Ignore Armor +5 defense ------ Resistance +24% lightning +5% arcane Physical save +9 (+4 eff.) Rings make your fingers look great! |
Around waist | Floesin the hardened leather belt Floesin the hardened leather belt1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +1 Str offense ------ Physical Crit +4.0% Critical power +15.00% Physical Power +10 (+5 eff.) Damage +6% physical +12% cold Accuracy +10 (+3 eff.) defense ------ Armor +8 Defense +20 (+5 eff.) Resistance +6% acid +7% fire +7% lightning +7% cold A belt that goes around your waist. |
In main hand | infernal elven-wood magestaff of channeling (25-30 power, 5 apr, lightning element) infernal elven-wood magestaff of channeling (25-30 power, 5 apr, lightning element)5.0 Encumbrance T4 staff 2H weapon [Ego++] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Critical power +24.00% Spellpower +26 (+7 eff.) On-Hit 27 fire Damage +25% lightning other ------- Mana/turn +0.41 See Invisibility +14 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
On hands | spellstreaming voratun gauntlets of the nighthunter (0 def, 3 armour) spellstreaming voratun gauntlets of the nighthunter (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Ego++] Arcane/Psionic While equipped: Stats +3 Cun offense ------ Spell Crit +6% Spellpower +8 (+2 eff.) Accuracy +9 (+3 eff.) defense ------ Armor +3 Fatigue +5% Resistance +10% darkness other ------- Mana/turn +0.23 Infravision +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 turn cooldown Effective talent level: 2.0 Power cost 15 out of 15/15. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | The Calm (15 def, 0 armour) The Calm (15 def, 0 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun offense ------ Spellpower +20 (+5 eff.) Move Speed +10% Damage +25% lightning Ignore resists +15% lightning defense ------ Defense +15 (+4 eff.) Resistance +20% lightning +13% all Slow Projectiles +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
Cloak | shadow cashmere cloak of the hunter (2 def, 0 armour) shadow cashmere cloak of the hunter (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego++] Nature/Master While equipped: offense ------ Damage +8% darkness Ignore resists +8% darkness Accuracy +18 (+6 eff.) defense ------ Defense +2 (+1 eff.) Fatigue -5% Resistance +12% darkness Stealth +8 Life +46.00 other ------- Max stamina +15.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | grounding gold amulet of the eclipse grounding gold amulet of the eclipse0.1 Encumbrance T3 amulet jewelry [Ego+] Arcane/Nature While equipped: offense ------ On-Hit 8 light 7 darkness Damage +8% light +8% darkness When Hit: * 7% chance to reduce damage dealt by 22% * 6% chance to blind defense ------ Resistance +15% lightning Stun Resist +25% Amulets make your neck look great! |
Inventory
heroism infusion (die at -332; dur 8; cd 25) heroism infusion (die at -332; dur 8; cd 25)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 25 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 -332 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 332 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 (speed 620%; cd 9) movement infusion (speed 620%; cd 9)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 620% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 27%; physical; dur 3; cd 13) wild infusion of the sneak (res 27%; physical; dur 3; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 27% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of the Rift (442.00 temporal damage, removed from time 4 turns) Rune of the Rift (442.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 442.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the wizard (regen 1140% over 10 turns; mana 57; cd 12) manasurge rune of the wizard (regen 1140% over 10 turns; mana 57; cd 12)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1140% for 10 turns (415 total) and instantly restoring 57 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the psychic (absorb 93; cd 22) shatter afflictions rune of the psychic (absorb 93; cd 22)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 22 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 93 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 224; dur 4; cd 15) shielding rune of the warrior (absorb 224; dur 4; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 224 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. Press to compare to your current inscriptions |
stormshield rune of the warrior (threshold 5; blocks 4; dur 4; cd 17) stormshield rune of the warrior (threshold 5; blocks 4; dur 4; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 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 5 up to 4 times. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Stokezeal the copper amulet Stokezeal the copper amulet0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun offense ------ Damage +3% arcane When Hit 2 arcane defense ------ Resistance +6% fire +11% temporal Pinning Resist +23% Knockbk Resist +21% other ------- Max hate +2.00 Amulets make your neck look great! |
Choker of Dread Choker of Dread0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +5 (+2 eff.) defense ------ Blind Resist +100% other ------- See Invisibility +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
serendipitous gold amulet serendipitous gold amulet0.1 Encumbrance T3 amulet jewelry [Ego+] Nature While equipped: Stats +10 Lck offense ------ Accuracy +8 (+2 eff.) defense ------ Defense +8 (+2 eff.) Resist unseen 12% Amulets make your neck look great! |
Orb of Many Ways Orb of Many Ways1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
pixie's copper ring pixie's copper ring0.1 Encumbrance T1 ring jewelry [Ego+] Arcane While equipped: Stats +3 Cun +3 Mag offense ------ Spellpower +5 (+2 eff.) Rings make your fingers look great! |
titan's copper ring of corrosion (+20%) titan's copper ring of corrosion (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con offense ------ Damage +10% acid defense ------ Resistance +20% acid Physical save +6 (+3 eff.) Rings make your fingers look great! |
wizard's copper ring of power wizard's copper ring of power0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag offense ------ Physical Power +6 (+3 eff.) Spellpower +6 (+2 eff.) Mindpower +6 (+2 eff.) defense ------ Spell save +6 (+2 eff.) Rings make your fingers look great! |
Nightsong Nightsong0.1 Encumbrance T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun offense ------ Damage +10% darkness defense ------ Defense +6 (+2 eff.) Fatigue -7% Mind save +13 (+6 eff.) other ------- Max stamina +25.00 Cooldown Shadowstep -1 Shadowstep: Effective talent level: 2.0 Power cost 50 out of 50/50. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
gold ring 'Bregufast' gold ring 'Bregufast'0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +3 Con defense ------ Armor +4 Resistance +12% temporal Spell save +22 (+7 eff.) Unlife -80.00 life Life Regen +4.00 Disease Resist +20% Silence Resist +20% other ------- Max stamina +16.00 Rings make your fingers look great! |
mule's gold ring of pilfering mule's gold ring of pilfering0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +9 (+3 eff.) Ignore Armor +7 defense ------ Defense +9 (+3 eff.) Fatigue -4% other ------- Encumbrance +28 Disengage: Puts all charms on 10 turn 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! |
cruel elm magestaff of might (10-12 power, 2 apr, lightning element) cruel elm magestaff of might (10-12 power, 2 apr, lightning element)5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane/Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +12% Critical power +10.00% Spellpower +3 (+1 eff.) Damage +10% lightning other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm magestaff (10-12 power, 2 apr, arcane element) elm magestaff (10-12 power, 2 apr, arcane element)5.0 Encumbrance T1 staff 2H weapon [Normal] Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% arcane other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering elm starstaff of fate (10-12 power, 2 apr, darkness element) shimmering elm starstaff of fate (10-12 power, 2 apr, darkness element)5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Spellpower +3 (+1 eff.) Damage +10% darkness defense ------ Physical save +5 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) other ------- Mana/turn +0.11 Max mana +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Dourswift (20-24 power, 4 apr, lightning element) Dourswift (20-24 power, 4 apr, lightning element)5.0 Encumbrance T3 staff 2H weapon [Rare] Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +10% Critical power +11.00% Physical Power +10 (+5 eff.) Spellpower +9 (+3 eff.) Damage +20% lightning +12% light +12% darkness Ignore resists +20% physical When Hit 6 darkness other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal yew magestaff of fate (20-24 power, 4 apr, lightning element) infernal yew magestaff of fate (20-24 power, 4 apr, lightning element)5.0 Encumbrance T3 staff 2H weapon [Ego+] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +7% Critical power +18.00% Spellpower +14 (+4 eff.) On-Hit 18 fire Damage +20% lightning defense ------ Physical save +7 (+3 eff.) Spell save +5 (+2 eff.) Mind save +7 (+3 eff.) other ------- See Invisibility +6 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Grinakalthomavor the Flamethorn (25-30 power, 5 apr, cold element) Grinakalthomavor the Flamethorn (25-30 power, 5 apr, cold element)5.0 Encumbrance T4 staff 2H weapon [Rare] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +7 Con offense ------ Spell Crit +4% Spellpower +12 (+3 eff.) Damage +25% cold Ignore resists +36% arcane defense ------ Resistance +15% fire +5% arcane +12% cold Mind save +15 (+7 eff.) Teleport Resist +21% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Halykhad the Rotwar (25-30 power, 5 apr, physical element) Halykhad the Rotwar (25-30 power, 5 apr, physical element)5.0 Encumbrance T4 staff 2H weapon [Random Unique] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +24% Spellpower +12 (+3 eff.) Damage +12% nature +25% physical Ignore resists +10% nature +12% physical defense ------ Resistance +3% mind other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
blighted elven-wood magestaff (25-30 power, 5 apr, lightning element) blighted elven-wood magestaff (25-30 power, 5 apr, lightning element)5.0 Encumbrance T4 staff 2H weapon [Ego+] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +11% Spellpower +19 (+5 eff.) Damage +25% lightning other ------- Vim-on-crit +3.00 Max vim +20.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Amaderak (34-41 power, 6 apr, fire element) Amaderak (34-41 power, 6 apr, fire element)5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane Weapon Damage 34.0 - 40.8 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +2 Cun +2 Wil offense ------ Physical Crit +11.0% Spell Crit +5% Spellpower +24 (+6 eff.) On-Hit 26 arcane Damage +34% fire +11% physical Ignore resists +17% fire Accuracy +5 (+1 eff.) When Hit 6 physical other ------- Max mana +44.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Brodedragas the Cracklegrit (30-36 power, 6 apr, lightning element) Brodedragas the Cracklegrit (30-36 power, 6 apr, lightning element)5.0 Encumbrance T5 staff 2H weapon [Rare] Master Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +19% Critical power +20.00% Spellpower +15 (+4 eff.) Damage +46% lightning +32% fire Ignore resists +26% lightning On-Hit (Melee): * 21% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +12% lightning +15% fire other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel dragonbone magestaff of power (30-36 power, 6 apr, arcane element) cruel dragonbone magestaff of power (30-36 power, 6 apr, arcane element)5.0 Encumbrance T5 staff 2H weapon [Ego] Arcane/Master Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +20% Critical power +12.00% Spellpower +30 (+8 eff.) Damage +30% arcane other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff of breaching (30-36 power, 6 apr, light element) dragonbone starstaff of breaching (30-36 power, 6 apr, light element)5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +15 (+4 eff.) Damage +30% light Ignore resists +15% light other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent dragonbone starstaff of breaching (34-41 power, 6 apr, temporal element) potent dragonbone starstaff of breaching (34-41 power, 6 apr, temporal element)5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane Weapon Damage 34.0 - 40.8 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +18 (+5 eff.) Damage +34% temporal Ignore resists +17% temporal other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Skywaker (68-103 power, 4 apr) Skywaker (68-103 power, 4 apr)5.0 Encumbrance T5 greatmaul 2H weapon Reqs Str 48 [Rare] Master Weapon Damage 68.5 - 102.8 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +12 lightning On Hit: * 21% chance to reduce strength, dexterity, and constitution by 31 While equipped: offense ------ Damage +15% lightning +18% fire Ignore resists +26% lightning +26% fire Accuracy +21 (+7 eff.) defense ------ Defense +21 (+6 eff.) Resistance +9% fire Disarm Resist +69% Massive two-handed mauls. |
Beluvor the Bleaksin (38-60 power, 2 apr) Beluvor the Bleaksin (38-60 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Random Unique] Arcane/Master Weapon Damage 37.5 - 60.0 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-Hit, radius 1 +4 darkness On Hit: * 25% chance for lightning to strike from the target to a second target dealing 113 damage On Critical: * Splash the target with acid dealing 188 damage over 5 turns and reducing armor and accuracy by 24 While equipped: offense ------ Accuracy +9 (+3 eff.) defense ------ Defense +27 (+7 eff.) Resistance +6% darkness +3% temporal Disarm Resist +28% Massive two-handed swords. |
quick voratun longsword of rage (45-63 power, 6 apr) quick voratun longsword of rage (45-63 power, 6 apr)3.0 Encumbrance T5 longsword 1H weapon Reqs Str 48 [Ego++] Master Weapon Damage 45.0 - 63.0 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +7 Str +3 Dex offense ------ Combat Speed +10% Damage +11% physical Accuracy +39 (+13 eff.) Sharp, long, and deadly. |
voratun mace of ruin (46-64 power, 6 apr) voratun mace of ruin (46-64 power, 6 apr)3.0 Encumbrance T5 mace 1H weapon Reqs Str 48 [Ego+] Master Weapon Damage 46.0 - 64.4 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Physical Crit +9.0% Critical power +18.00% Ignore Armor +13 Blunt and deadly. |
Lisethra the stralite waraxe (39-55 power, 18 apr) Lisethra the stralite waraxe (39-55 power, 18 apr)3.0 Encumbrance T4 waraxe 1H weapon Reqs Str 35 [Rare] Arcane Weapon Damage 39.0 - 54.6 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +18 Critical Rate +10.5% Attack Speed 100% Ignore Shields +18% On-hit +16 mind While equipped: Stats +8 Str +3 Con offense ------ Physical Power +15 (+7 eff.) Damage +18% physical defense ------ Resistance +6% mind Physical save +6 (+3 eff.) One-handed war axes. |
Belylrana the Sleetraider (64-90 power, 6 apr) Belylrana the Sleetraider (64-90 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon Reqs Str 48 [Rare] Master Weapon Damage 64.5 - 90.3 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-crit, radius 2 +12 physical On Hit: * 21% chance to reduce all saves and defense by 27 While equipped: Stats +3 Wil offense ------ Physical Crit +8.0% Mindpower +15 (+5 eff.) Ignore resists +15% cold defense ------ Defense +30 (+8 eff.) One-handed war axes. |
truestriking stralite dagger of shearing (31-40 power, 9 apr) truestriking stralite dagger of shearing (31-40 power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon Reqs Dex 35 [Ego++] Master Weapon Damage 31.0 - 40.3 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% While equipped: offense ------ Ignore resists +12% physical +11% all Accuracy +23 (+7 eff.) Ignore Armor +20 Sharp, short and deadly. |
Lisodhebeth the Deepsshear (38-49 power, 9 apr) Lisodhebeth the Deepsshear (38-49 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon Reqs Dex 48 [Rare] Psionic Weapon Damage 38.0 - 49.4 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +8 acid On-Hit, radius 1 +16 mind On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: offense ------ Damage +9% acid +30% darkness Ignore resists +26% darkness +25% acid On-Hit (Melee): * 21% chance to reduce all saves and defense by 27 defense ------ Resistance +15% darkness Sharp, short and deadly. |
Orc Feller (45-58 power, 11 apr) Orc Feller (45-58 power, 11 apr)1.0 Encumbrance T5 dagger 1H weapon Reqs Dex 44 [Unique] Master Weapon Damage 45.0 - 58.5 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +11 Critical Rate +18.0% Attack Speed 100% While equipped: Stats +4 Cun +5 Dex offense ------ Damage +8% light +10% physical defense ------ Pinning Resist +50% other ------- Light +1 Telepathy Humanoid/Orc During the invasion of Eldoral the Halfling Rogue Herah is said to have slain over one hundred orcs while defending a group of refugees. |
drakeskin leather sling of true flight drakeskin leather sling of true flight4.0 Encumbrance T5 sling 1H weapon Reqs Dex 48 Shoot [Ego+] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 While equipped: offense ------ Physical Crit +8.0% Accuracy +10 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
Wrathroot's Barkwood (9 def, 10 armour, 60 block) Wrathroot's Barkwood (9 def, 10 armour, 60 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training ,Str 25 [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +10 Defense +9 (+3 eff.) Fatigue +14% Resistance +20% cold +20% darkness +20% nature other ------- Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
ancient mummy wrappings (5 def, 2 armour) ancient mummy wrappings (5 def, 2 armour)6.0 Encumbrance T4 mummy armor [Ego+] Arcane While equipped: Stats +14 Mag offense ------ Spellpower +10 (+3 eff.) Damage +17% physical +15% darkness +15% cold +15% arcane +12% temporal Ignore resists +8% temporal +12% physical defense ------ Armor +2 Defense +5 (+2 eff.) Fatigue +2% Resistance -25% fire Anomaly Control +13 Decaying mummy wrappings. |
dispeller's mummy wrappings of Linaniil (5 def, 2 armour) dispeller's mummy wrappings of Linaniil (5 def, 2 armour)6.0 Encumbrance T4 mummy armor [Ego++] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +8% Spellpower +31 (+8 eff.) Damage +15% cold +15% arcane +15% darkness defense ------ Armor +2 Defense +5 (+2 eff.) Fatigue +2% Resistance +10% lightning +10% darkness +9% blight -16% fire +9% cold +10% light Physical save +16 (+8 eff.) Spell save +35 (+12 eff.) Mind save +15 (+7 eff.) other ------- Mana/turn +0.17 Max mana +63.00 Decaying mummy wrappings. |
dreamer's mummy wrappings of nature (+15%) (5 def, 2 armour) dreamer's mummy wrappings of nature (+15%) (5 def, 2 armour)6.0 Encumbrance T4 mummy armor [Ego+] Nature/Psionic While equipped: Stats +6 Mag offense ------ Spellpower +9 (+3 eff.) Damage +15% arcane +15% cold +15% darkness +22% nature defense ------ Armor +2 Defense +5 (+2 eff.) Fatigue +2% Resistance +15% mind -25% fire +15% darkness +33% nature Physical save +13 (+6 eff.) Spell save +14 (+5 eff.) Mind save +28 (+11 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Decaying mummy wrappings. |
mummy wrappings (5 def, 2 armour) mummy wrappings (5 def, 2 armour)6.0 Encumbrance T4 mummy armor [Normal] While equipped: Stats +1 Mag offense ------ Spellpower +13 (+4 eff.) Damage +15% cold +15% arcane +15% darkness defense ------ Armor +2 Defense +5 (+2 eff.) Fatigue +2% Resistance -25% fire Decaying mummy wrappings. |
mummy wrappings (5 def, 2 armour) mummy wrappings (5 def, 2 armour)6.0 Encumbrance T4 mummy armor [Normal] While equipped: Stats +5 Mag offense ------ Spellpower +13 (+4 eff.) Damage +15% cold +15% arcane +15% darkness defense ------ Armor +2 Defense +5 (+2 eff.) Fatigue +2% Resistance -25% fire Decaying mummy wrappings. |
mummy wrappings (5 def, 2 armour) mummy wrappings (5 def, 2 armour)6.0 Encumbrance T4 mummy armor [Normal] While equipped: Stats +4 Mag offense ------ Spellpower +9 (+3 eff.) Damage +15% cold +15% arcane +15% darkness defense ------ Armor +2 Defense +5 (+2 eff.) Fatigue +2% Resistance -25% fire Decaying mummy wrappings. |
mummy wrappings (5 def, 2 armour) mummy wrappings (5 def, 2 armour)6.0 Encumbrance T4 mummy armor [Normal] While equipped: Stats +7 Mag offense ------ Spellpower +13 (+4 eff.) Damage +15% cold +15% arcane +15% darkness defense ------ Armor +2 Defense +5 (+2 eff.) Fatigue +2% Resistance -25% fire Decaying mummy wrappings. |
mummy wrappings (5 def, 2 armour) mummy wrappings (5 def, 2 armour)6.0 Encumbrance T4 mummy armor [Normal] While equipped: Stats +7 Mag offense ------ Spellpower +7 (+2 eff.) Damage +15% cold +15% arcane +15% darkness defense ------ Armor +2 Defense +5 (+2 eff.) Fatigue +2% Resistance -25% fire Decaying mummy wrappings. |
mummy wrappings (5 def, 2 armour) mummy wrappings (5 def, 2 armour)6.0 Encumbrance T4 mummy armor [Normal] While equipped: Stats +5 Mag offense ------ Spellpower +8 (+2 eff.) Damage +15% cold +15% arcane +15% darkness defense ------ Armor +2 Defense +5 (+2 eff.) Fatigue +2% Resistance -25% fire Decaying mummy wrappings. |
mummy wrappings (5 def, 2 armour) mummy wrappings (5 def, 2 armour)6.0 Encumbrance T4 mummy armor [Normal] While equipped: Stats +5 Mag offense ------ Spellpower +9 (+3 eff.) Damage +15% cold +15% arcane +15% darkness defense ------ Armor +2 Defense +5 (+2 eff.) Fatigue +2% Resistance -25% fire Decaying mummy wrappings. |
mummy wrappings (5 def, 2 armour) mummy wrappings (5 def, 2 armour)6.0 Encumbrance T4 mummy armor [Normal] While equipped: Stats +3 Mag offense ------ Spellpower +10 (+3 eff.) Damage +15% cold +15% arcane +15% darkness defense ------ Armor +2 Defense +5 (+2 eff.) Fatigue +2% Resistance -25% fire Decaying mummy wrappings. |
mummy wrappings (5 def, 2 armour) mummy wrappings (5 def, 2 armour)6.0 Encumbrance T4 mummy armor [Normal] While equipped: Stats +6 Mag offense ------ Spellpower +9 (+3 eff.) Damage +15% cold +15% arcane +15% darkness defense ------ Armor +2 Defense +5 (+2 eff.) Fatigue +2% Resistance -25% fire Decaying mummy wrappings. |
mummy wrappings (5 def, 2 armour) mummy wrappings (5 def, 2 armour)6.0 Encumbrance T4 mummy armor [Normal] While equipped: Stats +7 Mag offense ------ Spellpower +12 (+3 eff.) Damage +15% cold +15% arcane +15% darkness defense ------ Armor +2 Defense +5 (+2 eff.) Fatigue +2% Resistance -25% fire Decaying mummy wrappings. |
mummy wrappings (5 def, 2 armour) mummy wrappings (5 def, 2 armour)6.0 Encumbrance T4 mummy armor [Normal] While equipped: Stats +6 Mag offense ------ Spellpower +9 (+3 eff.) Damage +15% cold +15% arcane +15% darkness defense ------ Armor +2 Defense +5 (+2 eff.) Fatigue +2% Resistance -25% fire Decaying mummy wrappings. |
mummy wrappings (5 def, 2 armour) mummy wrappings (5 def, 2 armour)6.0 Encumbrance T4 mummy armor [Normal] While equipped: Stats +4 Mag offense ------ Spellpower +10 (+3 eff.) Damage +15% cold +15% arcane +15% darkness defense ------ Armor +2 Defense +5 (+2 eff.) Fatigue +2% Resistance -25% fire Decaying mummy wrappings. |
mummy wrappings (5 def, 2 armour) mummy wrappings (5 def, 2 armour)6.0 Encumbrance T4 mummy armor [Normal] While equipped: Stats +9 Mag offense ------ Spellpower +9 (+3 eff.) Damage +15% cold +15% arcane +15% darkness defense ------ Armor +2 Defense +5 (+2 eff.) Fatigue +2% Resistance -25% fire Decaying mummy wrappings. |
mummy wrappings (5 def, 2 armour) mummy wrappings (5 def, 2 armour)6.0 Encumbrance T4 mummy armor [Normal] While equipped: Stats +7 Mag offense ------ Spellpower +11 (+3 eff.) Damage +15% cold +15% arcane +15% darkness defense ------ Armor +2 Defense +5 (+2 eff.) Fatigue +2% Resistance -25% fire Decaying mummy wrappings. |
mummy wrappings (5 def, 2 armour) mummy wrappings (5 def, 2 armour)6.0 Encumbrance T4 mummy armor [Normal] While equipped: Stats +5 Mag offense ------ Spellpower +11 (+3 eff.) Damage +15% cold +15% arcane +15% darkness defense ------ Armor +2 Defense +5 (+2 eff.) Fatigue +2% Resistance -25% fire Decaying mummy wrappings. |
mummy wrappings of nature (+30%) (5 def, 2 armour) mummy wrappings of nature (+30%) (5 def, 2 armour)6.0 Encumbrance T4 mummy armor [Ego] Nature While equipped: Stats +5 Mag offense ------ Spellpower +10 (+3 eff.) Damage +15% arcane +15% cold +15% darkness +20% nature defense ------ Armor +2 Defense +5 (+2 eff.) Fatigue +2% Resistance +30% nature -25% fire Decaying mummy wrappings. |
spellwoven mummy wrappings (5 def, 2 armour) spellwoven mummy wrappings (5 def, 2 armour)6.0 Encumbrance T4 mummy armor [Ego] Arcane While equipped: Stats +8 Mag offense ------ Spell Crit +5% Spellpower +13 (+4 eff.) Damage +15% cold +15% arcane +15% darkness defense ------ Armor +2 Defense +5 (+2 eff.) Fatigue +2% Resistance -25% fire Spell save +21 (+7 eff.) Decaying mummy wrappings. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+2 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+3 eff.) Resistance +7% all +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet level 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
Thunderspar the linen robe (0 def, 0 armour) Thunderspar the linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: Stats +3 Cun +1 Con offense ------ Damage +11% nature +3% cold When Hit 2 lightning defense ------ Resistance +16% nature +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Normal] While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Firewalker (15 def, 2 armour) Firewalker (15 def, 2 armour)2.0 Encumbrance T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag offense ------ Spellpower +12 (+3 eff.) Damage +20% fire Ignore resists +20% fire When Hit 18 fire defense ------ Armor +2 Defense +15 (+4 eff.) Resistance +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
Vorabremira the Noonmight (0 def, 0 armour) Vorabremira the Noonmight (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Rare] Arcane While equipped: Stats +9 Str +9 Cun +4 Con offense ------ Damage +26% light +12% cold When Hit 11 light defense ------ Resistance +18% cold +39% light +13% all Crit Resistance 10.00% other ------- Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven silk robe of power (0 def, 0 armour) mindwoven silk robe of power (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego+] Arcane/Psionic While equipped: offense ------ Mind Crit +5% Spellpower +17 (+5 eff.) Mindpower +4 (+1 eff.) Damage +15% all defense ------ Resistance +13% all Mind save +19 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant silk robe of life (0 def, 0 armour) verdant silk robe of life (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego++] Nature While equipped: Stats +5 Con offense ------ Damage +21% nature defense ------ Resistance +10% blight +13% all Life +40.00 Life Regen +3.70 Healmod +24% Poison Resist +38% Disease Resist +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
psion's elven-silk robe of Linaniil (0 def, 0 armour) psion's elven-silk robe of Linaniil (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego++] Arcane/Psionic While equipped: offense ------ Spell Crit +8% Mind Crit +2% Spellpower +17 (+5 eff.) Mindpower +8 (+2 eff.) Damage +15% mind Ignore resists +17% mind defense ------ Resistance +15% all other ------- Mana/turn +0.30 Psi/turn +0.46 Max mana +46.00 Max psi +25.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rejuvenating cured leather armour of lightning resistance (6 def, 4 armour) rejuvenating cured leather armour of lightning resistance (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego] Nature/Master While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Resistance +17% lightning Life Regen +2.90 other ------- Stamina/turn +0.70 A suit of armour made of leather. |
radiant stralite mail armour of natural resilience (4 def, 8 armour) radiant stralite mail armour of natural resilience (4 def, 8 armour)14.0 Encumbrance T4 heavy armor Reqs - Heavy armour training Str 38 [Ego++] Nature/Disrupt While equipped: Stats +4 Wil defense ------ Armor +8 Defense +4 (+1 eff.) Fatigue +12% Resistance +38% blight +13% nature +22% darkness Resist Against +12% Unnatural other ------- Light +1 A suit of armour made of mail. |
hardened voratun plate armour of lightning resistance (0 def, 24 armour) hardened voratun plate armour of lightning resistance (0 def, 24 armour)17.0 Encumbrance T5 massive armor Reqs - Massive armour training ,Str 60 [Ego+] Master While equipped: defense ------ Armor +24 Fatigue +22% Resistance +12% acid +7% physical +10% cold +33% lightning +10% fire A suit of armour made of metal plates. |
grounding rough leather belt of resilience grounding rough leather belt of resilience1.0 Encumbrance T1 belt armor [Ego] Nature While equipped: defense ------ Resistance +6% lightning +6% temporal Life +30.00 A belt that goes around your waist. |
rough leather belt 'Blindclamor' rough leather belt 'Blindclamor'1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Ignore resists +25% light +5% temporal On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +8 (+2 eff.) Resistance +3% fire Stealth +7 A belt that goes around your waist. |
rough leather belt of transcendence rough leather belt of transcendence1.0 Encumbrance T1 belt armor [Ego] Psionic While equipped: offense ------ Mindpower +3 (+1 eff.) defense ------ Physical save +6 (+3 eff.) A belt that goes around your waist. |
linen cloak 'Morningquarry' (1 def, 0 armour) linen cloak 'Morningquarry' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil offense ------ Damage +3% light Ignore resists +10% lightning +15% mind When Hit 4 light defense ------ Defense +1 (+1 eff.) Resistance +3% light Spell save +5 (+2 eff.) other ------- Max mana +40.00 Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak of sorcery (3 def, 0 armour) elven-silk cloak of sorcery (3 def, 0 armour)2.0 Encumbrance T5 cloak armor [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil offense ------ Spell Crit +7% defense ------ Defense +3 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception Cloak of Deception1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +5 (+2 eff.) Mindpower +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
pair of rough leather boots of tirelessness (0 def, 1 armour) pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 other ------- Stamina/turn +0.40 Max stamina +10.00 A pair of boots made of leather. |
undeterred pair of rough leather boots (0 def, 1 armour) undeterred pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego+] Arcane While equipped: defense ------ Armor +1 Silence Resist +20% Confus Resist +20% Stun Resist +21% A pair of boots made of leather. |
Betelle the pair of hardened leather boots (25 def, 3 armour) Betelle the pair of hardened leather boots (25 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Nature While equipped: Stats +11 Str +4 Wil +3 Con offense ------ Damage +9% arcane +9% blight defense ------ Armor +3 Defense +25 (+7 eff.) Resistance +10% lightning +11% temporal A pair of boots made of leather. |
undeterred pair of hardened leather boots of rushing (0 def, 3 armour) undeterred pair of hardened leather boots of rushing (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego++] Arcane/Master While equipped: Stats +3 Str +3 Con defense ------ Armor +3 Silence Resist +20% Confus Resist +28% Stun Resist +25% Rush: Puts all charms on 25 turn cooldown Effective talent level: 3.0 Power cost 25 out of 25/25. Range 8 Cooldown: 25 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Glowfury the pair of voratun boots (18 def, 17 armour) Glowfury the pair of voratun boots (18 def, 17 armour)3.0 Encumbrance T5 feet armor [Rare] Master While equipped: offense ------ Physical Crit +5.0% Damage +15% arcane +9% blight Ignore resists +26% light defense ------ Armor +17 Defense +18 (+5 eff.) Fatigue +4% Resistance +6% physical other ------- Mana-on-crit +2.11 Vim-on-crit +2.00 Light +3 Evasion: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 4.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 19 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 24% chance to evade melee and ranged attacks and 14 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
restorative pair of voratun boots of rushing (0 def, 5 armour) restorative pair of voratun boots of rushing (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Ego++] Nature/Master While equipped: Stats +3 Str +3 Con defense ------ Armor +5 Fatigue +4% Life Regen +9.00 Healmod +16% Rush: Puts all charms on 25 turn cooldown Effective talent level: 3.0 Power cost 25 out of 25/25. Range 8 Cooldown: 25 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +2 (+0 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Effective talent level: 3.0 Power cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 52.62 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Urthyregozor the hardened leather gloves (0 def, 2 armour) Urthyregozor the hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: offense ------ Accuracy +6 (+2 eff.) defense ------ Armor +2 Resistance +3% acid +3% physical +3% darkness +3% fire +3% lightning Physical save +6 (+3 eff.) Mind save +7 (+3 eff.) Disarm Resist +31% Pinning Resist +20% Teleport Resist +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
brawler's voratun gauntlets of war-making (0 def, 3 armour) brawler's voratun gauntlets of war-making (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Ego++] Master While equipped: Stats +3 Str +3 Dex +3 Cun offense ------ Physical Crit +13.0% Spell Crit +7% Mind Crit +10% Critical power +9.00% defense ------ Armor +3 Fatigue +5% Physical save +8 (+4 eff.) other ------- Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Malslek the Accursed's Hat (2 def, 0 armour) Malslek the Accursed's Hat (2 def, 0 armour)2.0 Encumbrance T4 head armor [Unique] Psionic While equipped: offense ------ Mind Crit +10% Spellpower +10 (+3 eff.) Mindpower +15 (+5 eff.) On-Hit 30% gloom effects Damage +10% darkness +10% physical defense ------ Defense +2 (+1 eff.) Resistance +20% fire Mind save -10 (-5 eff.) Healmod -10% other ------- Hate-on-crit +2.00 Hate/kill +2.00 Max hate +20.00 Masteries +0.20 Cursed/Punishments On Spell Hit: 10% Agony level 2 On Mind Hit: 10% Hateful Whisper level 2 This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 1.0 Power cost 15 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 62.01 to 186.02 lightning damage (124.01 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Ebonytickler (0 def, 1 armour) Ebonytickler (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Dex offense ------ Ignore resists +5% darkness When Hit 2 darkness defense ------ Armor +1 Fatigue +1% Resistance +6% light +15% fire A cap made of leather. |
Goreedge (11 def, 8 armour) Goreedge (11 def, 8 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +6% physical +10% cold On-Hit (Melee): * 10% chance to slow global speed by 54% defense ------ Armor +8 Defense +11 (+3 eff.) Resistance +15% cold Crit Resistance 5.00% A pointy cloth hat, very wizardly... |
Ebonyream (10 def, 7 armour) Ebonyream (10 def, 7 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Physical Power +10 (+5 eff.) Ignore resists +25% darkness Accuracy +10 (+3 eff.) On-Hit (Melee): * 20% chance to reduce damage dealt by 22% defense ------ Armor +7 Defense +10 (+3 eff.) Fatigue +3% Resistance +8% lightning +8% temporal A cap made of leather. |
drakeskin leather cap of precognition (8 def, 5 armour) drakeskin leather cap of precognition (8 def, 5 armour)2.0 Encumbrance T5 head armor [Ego+] Nature While equipped: Stats +5 Cun offense ------ Accuracy +9 (+3 eff.) When Hit: * 16% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +5 Defense +8 (+2 eff.) Fatigue +5% A cap made of leather. |
thaloren drakeskin leather cap of fortune (0 def, 5 armour) thaloren drakeskin leather cap of fortune (0 def, 5 armour)2.0 Encumbrance T5 head armor [Ego++] Nature/Master While equipped: Stats +13 Lck +7 Wil offense ------ Physical Crit +5.0% Spell Crit +5% Mind Crit +5% defense ------ Armor +5 Fatigue +5% Resistance +10% blight Mind save +11 (+5 eff.) A cap made of leather. |
Quasit's Skull (0 def, 12 armour) Quasit's Skull (0 def, 12 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Con defense ------ Armor +12 Hardiness +5% Fatigue +5% Physical save +12 (+6 eff.) Stun Resist +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
warlord's dwarven-steel helm of the bounder (0 def, 4 armour) warlord's dwarven-steel helm of the bounder (0 def, 4 armour)3.0 Encumbrance T3 head armor [Ego++] Nature/Master While equipped: Stats +11 Str +6 Dex +5 Wil offense ------ Physical Power +8 (+4 eff.) defense ------ Armor +4 Fatigue +4% Resistance +5% physical Physical save +7 (+3 eff.) Skullcracker: Puts all charms on 20 turn 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 84.7 Physical damage. If the attack hits, the target is confused (30% 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. |
Yaldan Baoth (0 def, 10 armour) Yaldan Baoth (0 def, 10 armour)3.0 Encumbrance T4 head armor [Unique] Master While equipped: Stats +10 Str +10 Con offense ------ Damage +15% light defense ------ Armor +10 Fatigue +4% Resistance +15% light +25% darkness Max Resistance +10% darkness Resist unseen 33% other ------- Light -2 Sight -2 Blind-Fight: No penalty when attacking invisible/stealthed Lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early.. Uses 40 power out of 40/40 The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
Galewolf (0 def, 5 armour) Galewolf (0 def, 5 armour)3.0 Encumbrance T5 head armor [Rare] Nature While equipped: Stats +4 Str +4 Dex +7 Con offense ------ Ignore resists +26% lightning +15% cold +15% darkness defense ------ Armor +5 Fatigue +5% Resistance +39% lightning +15% temporal Crit Resistance 15.84% other ------- Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm 'Layoma' (0 def, 5 armour) voratun helm 'Layoma' (0 def, 5 armour)3.0 Encumbrance T5 head armor [Rare] Psionic While equipped: Stats +6 Str offense ------ Physical Power +32 (+13 eff.) Ignore Armor +3 When Hit 6 physical defense ------ Armor +5 Fatigue +5% Resistance +25% mind +5% arcane Crit Resistance 15.00% Spell save +12 (+4 eff.) Mind save +30 (+12 eff.) Silence Resist +21% Confus Resist +43% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
7 agate 7 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. |
4 spinel 4 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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. |
8 ametrine 8 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. |
6 citrine 6 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. |
12 zircon 12 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. |
3 aquamarine 3 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. |
5 opal 5 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. |
6 topaz 6 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 amethyst 5 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. |
6 onyx 6 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. |
7 lapis lazuli 7 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 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. |
5 emerald 5 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. |
6 garnet 6 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. |
3 quartz 3 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. |
sapphire sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+3 eff.) Mind save +8 (+4 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+3 eff.) Mind save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
jade jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise 2 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ruby 4 ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 amber 2 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 bloodstone 7 bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 fire opal 4 fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
diamond diamond0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 moonstone 3 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Physical save +10 (+5 eff.) Spell save +10 (+3 eff.) Mind save +10 (+5 eff.) Item imbue powers: Defense +10 (+3 eff.) Physical save +10 (+5 eff.) Spell save +10 (+3 eff.) Mind save +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 pearl 5 pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Windborne Azurite Windborne Azurite0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Telos's Staff Crystal Telos's Staff Crystal0.0 Encumbrance T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
532 alchemist agate 532 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. |
61 alchemist bloodstone 61 alchemist bloodstone0.0 Encumbrance T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
Erylathalar Erylathalar2.0 Encumbrance T1 lite [Rare] Psionic While equipped: offense ------ Critical power +10.00% Spellpower +5 (+2 eff.) When Hit 2 physical defense ------ Armor +2 Mind save +5 (+2 eff.) other ------- Light +3 See Stealth +5 See Invisibility +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern bright brass lantern2.0 Encumbrance T1 lite [Ego] Master While equipped: other ------- Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
scorching brass lantern of health scorching brass lantern of health2.0 Encumbrance T1 lite [Ego] Arcane/Nature While equipped: offense ------ When Hit 10 fire defense ------ Resistance +6% fire Life +43.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
ethereal alchemist's lamp ethereal alchemist's lamp0.0 Encumbrance T3 lite [Ego+] Arcane While equipped: Stats +4 Mag offense ------ Spellpower +7 (+2 eff.) other ------- Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
Rungof's Fang Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Arcqueen (dig speed 40 turns) Arcqueen (dig speed 40 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str offense ------ Damage +3% lightning Ignore resists +10% lightning When Hit 2 lightning defense ------ Fatigue -5% Resistance +3% mind +12% lightning While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Dawnquick (dig speed 25 turns) Dawnquick (dig speed 25 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +2 Str defense ------ Resistance +1% physical +6% cold +21% fire Disease Resist +10% Silence Resist +20% Disarm Resist +20% other ------- Light +1 Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Torudor' (dig speed 23 turns) dwarven-steel pickaxe 'Torudor' (dig speed 23 turns)3.0 Encumbrance T3 digger tool [Rare] Arcane While equipped: Stats +6 Str +7 Mag +2 Wil +3 Con offense ------ Damage +6% mind Ignore resists +15% mind other ------- Max hate +4.00 Spell cooldown 10% Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+1 eff.) defense ------ Mind save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Demonic Orb of Many Ways Demonic Orb of Many Ways1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Transmogrification Chest Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) 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. |
iron torque of clear mind [power 1] (25 cooldown) iron torque of clear mind [power 1] (25 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
soothing iron torque of clear mind [power 1] (25 cooldown) soothing iron torque of clear mind [power 1] (25 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to heal for 30. Torques are made by powerful psionics to store psionic powers. |
quick dragonbone totem of summon tentacle [power 355] (16 cooldown) quick dragonbone totem of summon tentacle [power 355] (16 cooldown)2.0 Encumbrance T5 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 8 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 920 Base Damage: 438 Armor: 22 All Resist: 22 Puts all charms on 16 turn cooldown Natural totems are made by powerful wilders to store nature power. |
soothing elm wand of conjuration [power 100] (15 cooldown) soothing elm wand of conjuration [power 100] (15 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Fire a magical bolt dealing 100 acid damage Puts all charms on 15 turn cooldown 100% to heal for 34. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Boriderim [power 278] (15 cooldown) Boriderim [power 278] (15 cooldown)2.0 Encumbrance T3 wand charm [Random Unique] Arcane While equipped: Stats +3 Wil offense ------ Critical power +5.00% Spellpower/crit +8 other ------- Mana-on-crit +2.00 Create a radius 3 storm for 5 turns. Each turn, creatures within take 93 lightning damage and will be dazed for 1 turn (467 total damage) Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 16% for 2 turns. 100% to heal for 65. 100% to gain a 13% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Boltbait the dragonbone wand of lightning storm [power 536] (15 cooldown) Boltbait the dragonbone wand of lightning storm [power 536] (15 cooldown)2.0 Encumbrance T5 wand charm [Random Unique] Arcane While equipped: Stats +1 Str +2 Wil offense ------ Spell Crit +2% Physical Power +20 (+10 eff.) Ignore resists +15% lightning Accuracy +15 (+5 eff.) other ------- Max stamina +20.00 Create a radius 3 storm for 5 turns. Each turn, creatures within take 180 lightning damage and will be dazed for 1 turn (900 total damage) Puts all charms on 15 turn cooldown 100% to increase the duration of 3 beneficial effects by 3. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
overpowered dragonbone wand of lightning storm [power 878] (20 cooldown) overpowered dragonbone wand of lightning storm [power 878] (20 cooldown)2.0 Encumbrance T5 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 295 lightning damage and will be dazed for 1 turn (1475 total damage) Puts all charms on 20 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By he do be archmagin tho the Skeleton Archmage level 28
52nd Regrowth 123rd year of Ascendancy at 14:01 see stats
By he do be archmagin tho the Skeleton Archmage level 36
65th Dusk 123rd year of Ascendancy at 20:07 see stats
By he do be archmagin tho the Skeleton Archmage level 31
31st Pyre 123rd year of Ascendancy at 18:14 see stats
By he do be archmagin tho the Skeleton Archmage level 15
37th Dusk 122nd year of Ascendancy at 02:32 see stats
By he do be archmagin tho the Skeleton Archmage level 29
57th Regrowth 123rd year of Ascendancy at 17:36 see stats
By he do be archmagin tho the Skeleton Archmage level 18
69th Dusk 122nd year of Ascendancy at 07:02 see stats
By he do be archmagin tho the Skeleton Archmage level 25
36th Regrowth 123rd year of Ascendancy at 13:06 see stats
By he do be archmagin tho the Skeleton Archmage level 21
36th Haze 122nd year of Ascendancy at 07:26 see stats
By he do be archmagin tho the Skeleton Archmage level 34
46th Dusk 123rd year of Ascendancy at 06:21 see stats
By he do be archmagin tho the Skeleton Archmage level 10
7th Flare 122nd year of Ascendancy at 16:29 see stats
By he do be archmagin tho the Skeleton Archmage level 20
71st Dusk 122nd year of Ascendancy at 07:29 see stats
By he do be archmagin tho the Skeleton Archmage level 30
57th Regrowth 123rd year of Ascendancy at 17:36 see stats
By he do be archmagin tho the Skeleton Archmage level 22
66th Haze 122nd year of Ascendancy at 19:16 see stats
By he do be archmagin tho the Skeleton Archmage level 27
49th Regrowth 123rd year of Ascendancy at 02:08 see stats
By he do be archmagin tho the Skeleton Archmage level 30
28th Pyre 123rd year of Ascendancy at 04:01 see stats
By he do be archmagin tho the Skeleton Archmage level 8
8th Mirth 122nd year of Ascendancy at 13:58 see stats
By he do be archmagin tho the Skeleton Archmage level 15
45th Dusk 122nd year of Ascendancy at 06:20 see stats
By he do be archmagin tho the Skeleton Archmage level 32
55th Pyre 123rd year of Ascendancy at 13:45 see stats
By he do be archmagin tho the Skeleton Archmage level 25
43rd Regrowth 123rd year of Ascendancy at 04:54 see stats
By he do be archmagin tho the Skeleton Archmage level 16
50th Dusk 122nd year of Ascendancy at 19:55 see stats
By he do be archmagin tho the Skeleton Archmage level 37
74th Dusk 123rd year of Ascendancy at 16:43 see stats
By he do be archmagin tho the Skeleton Archmage level 27
50th Regrowth 123rd year of Ascendancy at 06:51 see stats
Log
He do be archmagin tho activates Phantasmal Shield.
Talent Rune: Shielding is ready to use.
He do be archmagin tho activates Feather Wind.
Talent Thunderstorm is ready to use.
Talent Shielding is ready to use.
He do be archmagin tho activates Thunderstorm.
A furious lightning storm forms around he do be archmagin tho!
He do be archmagin tho activates Shielding.
Talent Re-assemble is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
Talent Essence of Speed is ready to use.
He do be archmagin tho activates Essence of Speed.
Talent Keen Senses is ready to use.
Talent Tempest is ready to use.
He do be archmagin tho activates Keen Senses.
He do be archmagin tho activates Tempest.
Talent Arcane Power is ready to use.
Talent Hurricane is ready to use.
Talent Spellcraft is ready to use.
He do be archmagin tho activates Hurricane.
He do be archmagin tho activates Spellcraft.
He do be archmagin tho activates Arcane Power.
Rested for 35 turns (stop reason: all resources and life at maximum).
--------------------------------
Saving done.
You carry too much--you are encumbered!
Drop some of your items.
The furious lightning storm around he do be archmagin tho calms down and disappears.
Personal New Achievement: Utterly Destroyed (Nightmare (Adventure) difficulty)!