Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Cornac |
Class | Skirmisher |
Level / Exp | 43 / 66% |
Size | medium |
Lifes / Deaths | Killed by Arana the Invoker at level 43 on the 30th Dusk 123rd year of Ascendancy at 18:24 / 1 |
Primary Stats
Strength | 15 (base 10) |
Dexterity | 117 (base 60) |
Constitution | 25 (base 25) |
Magic | 19 (base 10) |
Willpower | 36 (base 36) |
Cunning | 119 (base 60) |
Resources
Life | -18/1104 |
Stamina | 274/311 |
Equilibrium | 83 |
Healing Factor | 1.4145178243369 |
Regeneration | 50.093898272814 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +30% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 14 |
Infravision | 8 |
See Stealth | 100.02779109914 |
See Invisible | 100.02779109914 |
Offense: Mainhand
Damage | 154 |
Accuracy | 86 |
Crit Chance | 55% |
APR | 38 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 23 |
Crit Chance | 41% |
Speed | 1 |
Offense: Mind
Mindpower | 45 |
Crit Chance | 39% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +12% |
Light | +11% |
All | 0% |
Offense: Damage Penetration
Fire | +20% |
Lightning | +25% |
Defense: Base
Armour (hardiness) | 74.333955552641 (100%) |
Defense | 95 |
Ranged Defense | 101 |
Fatigue | 0 |
Physical Save | 22 |
Spell Save | 28 |
Mental Save | 41 |
Defense: Resistances
Acid | + 31%( 70%) |
Blight | + 27%( 70%) |
Physical | + 20%( 70%) |
Cold | + 23%( 70%) |
All | + 9%( 70%) |
Lightning | + 25%( 70%) |
Light | + 11%( 70%) |
Darkness | + 19%( 70%) |
Nature | + 23%( 70%) |
Defense: Immunities
Stun Resistance | 10% |
Confusion Resistance | 38% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (3/3)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 883 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 771% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 40% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Class Talents
Cunning / Called Shots | 1.50 |
| 2/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Technique / Skirmisher - Slings | 1.50 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Buckler Training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Technique / Tireless Combatant | 1.50 |
| 4/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.50 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Mobility | 1.30 |
| 3/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 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. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. 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 killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (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 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved Dexterity by +5. | done |
You failed to protect the temporal explorer from death by giant white ant. Escort: temporal explorer (level 2 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 4 of Dreadfell. Escort: worried loremaster (level 4 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You failed to protect the worried loremaster from death by Orre. Escort: worried loremaster (level 5 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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 unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 530. | 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You 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 within5 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. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 5.4 Pwr.cost 14 out of 20/20. Range 7 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 7 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Quiver | Beezilahir (49/50, 42-51 power, 5 apr) Beezilahir (49/50, 42-51 power, 5 apr)3.0 T4 shot ammo [Random Unique] Nature/Master/Psionic Power 42.5 - 51.0 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 50 Ranged+ +12 arcane +21 physical On Hit.r1 +12 arcane +8 blight On Crit.r2 +4 blight On Hit: * 10% chance to reduce strength, dexterity, and constitution by 14 * 20% chance to knock the target back 3 spaces and deal 181 physical damage * 20% chance to create vines that bind the target to the ground dealing 181 nature damage and pinning them for 3 turns While equipped: ---------- misc Reload +4 Shots are used with slings to pummel your foes to death. This item has been sent to the Item's Vault. |
Light source | Hugodas the Darkwire Hugodas the Darkwire0.0 T3 lite [Random Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.pwr +8 (+4 eff.) Dmg.mod +11% light On Hit (Melee): * 20% chance to reduce damage dealt by 23% ----- def ----- Resists +6% acid +5% darkness +3% light Affinity +5% light Max.HP +40.00 Blind- +20% Confus- +28% ---------- misc Light +13 See.Stealth +13 See.Invis +13 Sun Flare: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 94.20 light damage. At talent level 3 you gain 18% 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 | rough leather cap of trickery (0 def, 1 armour) rough leather cap of trickery (0 def, 1 armour)2.0 T1 head armor [Ego+] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Apr +5 ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
On hands | Yvoth (10 def, 12 armour) Yvoth (10 def, 12 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +5 Cun +6 Dex dps ---------- Acc +7 (+1 eff.) Apr +10 ----- def ----- Armour +12 Defense +10 (+2 eff.) Resists +18% lightning +6% darkness +18% acid Max.HP +100.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 14 cooldown Level 4.5 Pwr.cost 14 out of 20/20. Range 10 Travel.spd instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Bethith the dwarven-steel pickaxe (dig speed 13 turns) Bethith the dwarven-steel pickaxe (dig speed 13 turns)3.0 T3 digger tool [Random Unique] Nature/Master While equipped: Stats +5 Str dps ---------- Spell.crit +2% Dmg.mod +12% arcane ----- def ----- Armour +3 Defense +6 (+1 eff.) Fatigue -7% Resists +7% physical Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Max.HP +52.00 ---------- misc Mana/turn +0.12 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Wheel of Fate Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +8 Dex dps ---------- Res.pen +20% fire Acc +16 (+3 eff.) ----- def ----- Resists +3% blight Spell.save +6 (+3 eff.) Max.HP +54.00 HP.reg +6.00 Heal.mod +12% Confus- +10% Stun/Frz- +10% Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | sneakthief's gold ring of misery sneakthief's gold ring of misery0.1 T3 ring jewelry [Ego++] Master/Psionic While equipped: Stats +10 Cun +7 Dex dps ---------- Melee+ 19 physical Ranged+ 11 physical Acc +8 (+1 eff.) On Hit (Melee): * 10% chance to reduce all saves and defense by 28 On Hit (Ranged): * 15% chance to reduce all saves and defense by 28 ---------- misc Hate/m.crit +2.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 14 cooldown Level 4.5 Pwr.cost 14 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
Around neck | Withering Orbs Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
In main hand | Hare-Skin Sling Hare-Skin Sling4.0 T3 sling 1H weapon [Unique] Nature Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +10 Lck dps ---------- Phys.crit +5.0% Mov.spd +20% ----- def ----- Defense +10 (+2 eff.) ---------- misc Masteries +0.20 Cunning/Survival Inertial Shot: Level 4.5 Pwr.cost 6 out of 8/8. Range 10 Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 147% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
Around waist | Emblem of Evasion Emblem of Evasion1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+3 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 7.2 Pwr.cost 20 out of 21/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 41% chance to evade melee and ranged attacks and 81 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. This item has been sent to the Item's Vault. |
In off hand | Titanic (20 def, 18 armour, 48-58 power, 320 block) Titanic (20 def, 18 armour, 48-58 power, 320 block)7.0 T3 shield armor Reqs Shield usage training [Unique] Master When used to Attack: Power 48.0 - 57.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +320 While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+4 eff.) Rng.Def +10 (+2 eff.) Fatigue +30% ---------- misc Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
Cloak | Airenvy the elven-silk cloak (3 def, 12 armour) Airenvy the elven-silk cloak (3 def, 12 armour)2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +3 Cun +3 Dex dps ---------- Phys.crit +2.0% Res.pen +25% lightning Acc +8 (+1 eff.) Apr +8 Melee Ret 2 physical ----- def ----- Armour +12 Defense +3 (+1 eff.) Resists +17% blight +16% cold +16% nature HP.reg +8.00 Heal.mod +17% ---------- misc Stam/turn +3.00 Max.stam +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)9.0 T3 light armor Reqs Str 16 [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+3 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Inventory
Blood of Undeath Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
healing infusion (heal 59; cd 10) healing infusion (heal 59; cd 10)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 59 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the sneak (die at -600; dur 6; cd 29) heroism infusion of the sneak (die at -600; dur 6; cd 29)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -600 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1200 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the sneak (die at -969; dur 7; cd 28) heroism infusion of the sneak (die at -969; dur 7; cd 28)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -969 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 1938 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 42%; mental; dur 2; cd 11) wild infusion of the sneak (res 42%; mental; dur 2; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 42% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Rune of the Rift (294.00 temporal damage, removed from time 4 turns) Rune of the Rift (294.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 294.00 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. |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( ) Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 215; dur 5; cd 18) shielding rune (absorb 215; dur 5; cd 18)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 215 damage for 5 turns. 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 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Fanged Collar Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+8 eff.) Spell.save +15 (+7 eff.) Mind.save -7 (-2 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Feathersteel Amulet Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+3 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
stralite amulet 'Belyneg' stralite amulet 'Belyneg'0.1 T4 amulet jewelry [Rare] Master While equipped: Stats +6 Dex dps ---------- Crit.mult +10.00% On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Mind.save +6 (+2 eff.) ---------- misc Equi/ret +0.20 Max.hate +6.00 Infravis +3 Masteries +0.34 Technique/Buckler Training +0.34 Cunning/Scoundrel Amulets make your neck look great! |
archmage's voratun amulet of mastery (0.40 Cunning / Trapping) archmage's voratun amulet of mastery (0.40 Cunning / Trapping)0.1 T5 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +4 Mag dps ---------- Spell.crit +4% Spell.pwr +5 (+3 eff.) Dmg.mod +5% acid +6% fire +7% cold +6% lightning ---------- misc Masteries +0.40 Cunning/Trapping Amulets make your neck look great! |
Nightsong Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+1 eff.) Fatigue -7% Mind.save +13 (+5 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 3.5 Pwr.cost 33 out of 50/50. Range 8 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 180% 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. |
Ring of Growth Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
The Black Ring The Black Ring0.1 T3 ring jewelry [Unique] Arcane While equipped: ----- def ----- Spell.save +7 (+3 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
warrior's gold ring of life warrior's gold ring of life0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +4 Str ----- def ----- Armour +8 Max.HP +51.00 HP.reg +9.00 Heal.mod +12% Rings make your fingers look great! |
painweaver's voratun ring of luminosity painweaver's voratun ring of luminosity0.1 T5 ring jewelry [Ego++] Arcane/Master While equipped: Stats +3 Mag dps ---------- Phys.pwr +13 (+7 eff.) Spell.pwr +17 (+9 eff.) Mind.pwr +20 (+7 eff.) Melee+ 14 light Ranged+ 30 light Dmg.mod +15% light +7% all Rings make your fingers look great! |
painweaver's voratun ring of pilfering painweaver's voratun ring of pilfering0.1 T5 ring jewelry [Ego++] Master While equipped: dps ---------- Phys.pwr +12 (+6 eff.) Spell.pwr +19 (+10 eff.) Mind.pwr +19 (+7 eff.) Dmg.mod +6% all Acc +11 (+2 eff.) Apr +11 ----- def ----- Defense +10 (+2 eff.) Disengage: Puts all charms on 7 cooldown Level 4.5 Pwr.cost 7 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 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 194% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
solipsist's voratun ring of life solipsist's voratun ring of life0.1 T5 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.pwr +8 (+3 eff.) ----- def ----- Max.HP +59.00 HP.reg +15.00 Heal.mod +16% Rings make your fingers look great! |
cruel elven-wood starstaff of wizardry (25-30 power, 5 apr, light element) cruel elven-wood starstaff of wizardry (25-30 power, 5 apr, light element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +4 Mag +3 Wil dps ---------- Spell.crit +13% Crit.mult +16.00% Spell.pwr +18 (+9 eff.) Dmg.mod +25% light ---------- misc Max.mana +46.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elven-wood magestaff of wizardry (25-30 power, 5 apr, cold element) elven-wood magestaff of wizardry (25-30 power, 5 apr, cold element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Mag +5 Wil dps ---------- Spell.crit +4% Spell.pwr +18 (+9 eff.) Dmg.mod +25% cold ---------- misc Max.mana +51.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Sceptre of the Archlich (40-48 power, 12 apr, darkness element) Sceptre of the Archlich (40-48 power, 12 apr, darkness element)5.0 T5 staff 2H weapon Reqs Mag 50 [Unique] Arcane It desires to be surrounded by undeath. Power 40.0 - 48.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +12 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +40 (+19 eff.) Dmg.mod +35% darkness ---------- misc Masteries +0.20 Spell/Animus +0.20 Spell/Master of flesh +0.20 Spell/Master necromancer +0.20 Spell/Master of bones This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
cruel dragonbone magestaff of illumination (30-36 power, 6 apr, fire element) cruel dragonbone magestaff of illumination (30-36 power, 6 apr, fire element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego] Nature/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Crit.mult +18.00% Spell.pwr +15 (+8 eff.) Dmg.mod +30% fire ----- def ----- Defense +10 (+2 eff.) ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 4 cooldown Level 3.5 Pwr.cost 4 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 8 that illuminates the area and deals 93.98 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
ethereal dragonbone magestaff of greater warding (30-36 power, 6 apr, arcane element) ethereal dragonbone magestaff of greater warding (30-36 power, 6 apr, arcane element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +22 (+11 eff.) Dmg.mod +30% arcane Phasing +24% ----- def ----- Armour +12 Defense +29 (+6 eff.) Shield.pwr +17% ---------- misc Wards +3 arcane Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal dragonbone magestaff (30-36 power, 6 apr, fire element) infernal dragonbone magestaff (30-36 power, 6 apr, fire element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Crit.mult +34.00% Spell.pwr +18 (+9 eff.) Melee+ 23 fire Dmg.mod +30% fire ---------- misc See.Invis +10 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal dragonbone starstaff of power (30-36 power, 6 apr, darkness element) infernal dragonbone starstaff of power (30-36 power, 6 apr, darkness element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Crit.mult +15.00% Spell.pwr +28 (+14 eff.) Melee+ 17 fire Dmg.mod +30% darkness ---------- misc See.Invis +13 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging dragonbone magestaff of breaching (30-36 power, 6 apr, fire element) surging dragonbone magestaff of breaching (30-36 power, 6 apr, fire element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+8 eff.) S.pwr/crit +7 Dmg.mod +30% fire Res.pen +15% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
caustic voratun battleaxe of erosion (57-86 power, 4 apr) caustic voratun battleaxe of erosion (57-86 power, 4 apr)3.0 T5 battleaxe 2H weapon Reqs Str 48 [Ego+] Nature Power 57.0 - 85.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +13 nature On Crit.r2 +20 acid +31 nature While equipped: dps ---------- Res.pen +21% acid +20% nature Apr +14 Massive two-handed battleaxes. |
acidic voratun greatsword of phasing (61-98 power, 27 apr) acidic voratun greatsword of phasing (61-98 power, 27 apr)3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego] Arcane Power 61.0 - 97.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +27 Crit +5.0% Atk.spd 100% Phasing +21% On Crit: * Splash the target with acid dealing 60 damage over 5 turns and reducing armor and accuracy by 8 Massive two-handed swords. |
blazebringer's orichalcum trident of torment (52-84 power, 16 apr) blazebringer's orichalcum trident of torment (52-84 power, 16 apr)3.0 T5 trident 2H weapon Reqs Str 48 [Ego++] Nature/Psionic Power 52.5 - 84.0 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% On Crit.r2 +82 fire On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- All.spd +11% Res.pen +23% fire A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
stormbringer's orichalcum trident of evisceration (53-85 power, 16 apr) stormbringer's orichalcum trident of evisceration (53-85 power, 16 apr)3.0 T5 trident 2H weapon Reqs Str 48 [Ego++] Nature/Master Power 53.0 - 84.8 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% On Crit.r2 +33 lightning +63 cold On Crit: * Wound the target dealing 128 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +21.0% Phys.pwr +14 (+7 eff.) Mov.spd +57% Res.pen +21% lightning +20% cold A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
caustic voratun mace of ruin (48-66 power, 6 apr) caustic voratun mace of ruin (48-66 power, 6 apr)3.0 T5 mace 1H weapon Reqs Str 48 [Ego++] Nature/Master Power 47.5 - 66.5 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Crit.r2 +7 acid +37 nature While equipped: dps ---------- Phys.crit +14.0% Crit.mult +19.00% Res.pen +13% acid +7% nature Apr +19 Blunt and deadly. |
enhanced voratun waraxe of torment (39-55 power, 6 apr) enhanced voratun waraxe of torment (39-55 power, 6 apr)3.0 T5 waraxe 1H weapon Reqs Str 48 [Ego++] Nature/Psionic Power 39.0 - 54.6 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +7 Str +6 Dex +7 Mag +7 Wil +9 Cun +3 Con One-handed war axes. |
voratun waraxe 'Murek' (39-55 power, 6 apr) voratun waraxe 'Murek' (39-55 power, 6 apr)3.0 T5 waraxe 1H weapon Reqs Str 48 [Random Unique] Arcane/Master Power 39.0 - 54.6 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +10.0% Atk.spd 100% Melee+ +20 light Against +17% Undead On Crit.r2 +4 acid On Crit: * Splash the target with acid dealing 60 damage over 5 turns and reducing armor and accuracy by 8 While equipped: dps ---------- Dmg.mod +6% physical Res.pen +12% all Acc +19 (+4 eff.) Apr +8 Melee Ret 4 physical ----- def ----- Defense +10 (+2 eff.) Resists +3% physical One-handed war axes. |
voratun waraxe of torment (40-56 power, 6 apr) voratun waraxe of torment (40-56 power, 6 apr)3.0 T5 waraxe 1H weapon Reqs Str 48 [Ego+] Psionic Power 40.0 - 56.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns One-handed war axes. |
stralite dagger of corruption (25-32 power, 9 apr) stralite dagger of corruption (25-32 power, 9 apr)1.0 T4 dagger 1H weapon [Ego+] Arcane Power 25.0 - 32.5 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: 20% Curse of Defenselessness 4 Sharp, short and deadly. |
Kinetic Spike (38-49 power, 40 apr) Kinetic Spike (38-49 power, 40 apr)1.0 T5 dagger 1H weapon Reqs Wil 42 [Unique] Psionic Power 38.0 - 49.4 Physical Uses 30% Wil, 40% Dex, 30% Str Acc+ +0.2% crit chance (max 25%) Apr +40 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Phys.pwr +15 (+8 eff.) Res.pen +30% physical Acc +8 (+1 eff.) ---------- misc Masteries +0.20 Psionic/Augmented striking Fire a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage. Uses 7 power out of 10/10 A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. |
quick voratun dagger of erosion (38-49 power, 9 apr) quick voratun dagger of erosion (38-49 power, 9 apr)1.0 T5 dagger 1H weapon [Ego+] Nature/Master Power 38.0 - 49.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +5 nature While equipped: Stats +2 Dex dps ---------- Phys.spd +10% Acc +13 (+2 eff.) Sharp, short and deadly. |
stormbringer's voratun dagger of massacre (46-60 power, 9 apr) stormbringer's voratun dagger of massacre (46-60 power, 9 apr)1.0 T5 dagger 1H weapon [Ego+] Nature/Master Power 46.5 - 60.5 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit.r2 +10 lightning +39 cold While equipped: dps ---------- Mov.spd +30% Res.pen +13% lightning +20% cold Sharp, short and deadly. |
truestriking voratun dagger of torment (37-48 power, 9 apr) truestriking voratun dagger of torment (37-48 power, 9 apr)1.0 T5 dagger 1H weapon [Ego++] Master/Psionic Power 37.0 - 48.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Res.pen +10% physical Acc +15 (+3 eff.) Apr +10 Sharp, short and deadly. |
Brighttyphoon the elven-wood longbow Brighttyphoon the elven-wood longbow4.0 T4 longbow 2H weapon [Random Unique] Disrupt/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 On Hit: * 10 arcane resource burn While equipped: dps ---------- Phys.crit +31.0% Dmg.mod +12% light Acc +30 (+6 eff.) ----- def ----- Resists +21% acid +23% lightning +3% darkness +9% light +23% cold +23% fire +3% nature +5% all Spell.save +11 (+5 eff.) Longbows are used to shoot arrows at your foes. |
steady elven-wood longbow of recursion steady elven-wood longbow of recursion4.0 T4 longbow 2H weapon [Ego+] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 On Hit: 10% Shoot 1 While equipped: dps ---------- Phys.crit +6.0% Acc +11 (+2 eff.) Longbows are used to shoot arrows at your foes. |
dragonbone longbow 'Daguregorn' dragonbone longbow 'Daguregorn'4.0 T5 longbow 2H weapon [Random Unique] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 While equipped: Stats +8 Str +8 Mag dps ---------- Phys.pwr +21 (+10 eff.) Dmg.mod +45% temporal +40% physical Res.pen +34% temporal +37% physical ----- def ----- Resists +6% cold +6% fire +9% darkness +6% nature Disarm- +20% ---------- misc Reload +8 Cooldown Arrow Stitching -1 Masteries +0.30 Chronomancy/Bow Threading Instant Weapon Swap Longbows are used to shoot arrows at your foes. |
throat-seeking dragonbone longbow throat-seeking dragonbone longbow4.0 T5 longbow 2H weapon [Ego+] Disrupt Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Ranged+ +15 nature On Crit: * silences the target While equipped: dps ---------- Res.pen +14% nature Longbows are used to shoot arrows at your foes. |
blazebringer's hardened leather sling of lightning blazebringer's hardened leather sling of lightning4.0 T3 sling 1H weapon [Ego+] Arcane/Nature Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +14 lightning On Crit.r2 +32 fire While equipped: dps ---------- All.spd +3% Dmg.mod +11% lightning Res.pen +8% fire Slings are used to hurl stones or metal shots at your foes. |
blazebringer's drakeskin leather sling blazebringer's drakeskin leather sling4.0 T5 sling 1H weapon [Ego+] Nature Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 On Crit.r2 +29 fire While equipped: dps ---------- All.spd +2% Res.pen +15% fire Slings are used to hurl stones or metal shots at your foes. |
quiver of dragonbone arrows of corruption (18/21, 52-72 power, 18 apr) quiver of dragonbone arrows of corruption (18/21, 52-72 power, 18 apr)3.0 T5 arrow ammo [Ego+] Arcane Power 51.5 - 72.1 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 21 On Hit: 20% Curse of Impotence 5 Arrows are used with bows to pierce your foes to death. |
deadly pouch of voratun shots of disruption (22/22, 66-79 power, 6 apr) deadly pouch of voratun shots of disruption (22/22, 66-79 power, 6 apr)3.0 T5 shot ammo [Ego+] Disrupt/Master Power 66.0 - 79.2 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 22 Against +15% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Shots are used with slings to pummel your foes to death. |
Blightstopper (18 def, 12 armour, 52-62 power, 240 block) Blightstopper (18 def, 12 armour, 52-62 power, 240 block)7.0 T5 shield armor Reqs Shield usage training [Unique] Nature/Disrupt When used to Attack: Power 52.0 - 62.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +240 Dmg.conv 30% nature 10% manaburn arcane While equipped: dps ---------- Melee Ret 15 nature ----- def ----- Armour +12 Defense +18 (+4 eff.) Rng.Def +12 (+2 eff.) Fatigue +22% Resists +35% blight +15% nature Spell.save +24 (+12 eff.) Disease- +60% ---------- misc Talents +1 Block Masteries +0.20 Wild-gift/Antimagic Purge up to 4 diseases (based on Willpower) and gain disease immunity, 20% blight resistance, and 20 spell save for 5 turns. Uses 16 power out of 40/40 This voratun shield, coated with thick vines, was imbued with nature's power long ago by the Halfling General Almadar Riul, who used it to stave off the magic and diseases of orcish corruptors during the peak of the Pyre Wars. |
corrosive voratun shield of crushing (0 def, 10 armour, 75-90 power, 203 block) corrosive voratun shield of crushing (0 def, 10 armour, 75-90 power, 203 block)7.0 T5 shield armor Reqs Shield usage training [Ego++] Arcane/Master When used to Attack: Power 75.0 - 90.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +203 Melee+ +11 acid On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +4 Con dps ---------- Phys.crit +4.0% Phys.pwr +10 (+5 eff.) On Melee Ret: * 15% chance to reduce armor by 23% ----- def ----- Armour +10 Fatigue +8% Resists +15% acid ---------- misc Talents +1 Block Handheld deflection devices. |
dispeller's Rags of the Sanctuary of time (+7%) (0 def, 0 armour) dispeller's Rags of the Sanctuary of time (+7%) (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] Arcane While equipped: dps ---------- Dmg.mod +12% temporal ----- def ----- Resists +7% lightning +12% temporal +7% darkness +8% light +7% blight +7% fire +7% cold +7% all Phys.save +11 (+6 eff.) Spell.save +24 (+12 eff.) Mind.save +11 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour) Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)2.0 T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.pwr +23 (+12 eff.) Dmg.mod +20% temporal +20% physical Res.pen +20% temporal +20% physical Melee Ret 20 physical 10 temporal ----- def ----- Armour +3 Defense +9 (+2 eff.) Resists +10% temporal +10% physical +13% all Temporal Reprieve: Level 2.5 Pwr.cost 33 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
The Calm (15 def, 0 armour) The Calm (15 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+10 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+3 eff.) Resists +20% lightning +13% all Proj.slow +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. |
Worm Nest (0 def, 0 armour) Worm Nest (0 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+8 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 4.5 Pwr.cost 10 out of 20/20. Range 9 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 37%. You can also activate this talent to instantly destroy more worms, letting you jump in range 9 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
dispeller's silk robe of power (0 def, 0 armour) dispeller's silk robe of power (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Arcane While equipped: dps ---------- Spell.pwr +15 (+8 eff.) Dmg.mod +12% all ----- def ----- Resists +7% lightning +7% darkness +10% light +10% blight +7% fire +9% cold +13% all Phys.save +14 (+7 eff.) Spell.save +26 (+12 eff.) Mind.save +13 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven silk robe of life (0 def, 0 armour) spellwoven silk robe of life (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Arcane/Nature While equipped: dps ---------- Spell.crit +4% Spell.pwr +4 (+2 eff.) ----- def ----- Resists +9% blight +13% all Spell.save +19 (+9 eff.) Max.HP +55.00 HP.reg +1.90 Heal.mod +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dispeller's elven-silk robe of power (0 def, 0 armour) dispeller's elven-silk robe of power (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Arcane While equipped: dps ---------- Spell.pwr +18 (+9 eff.) Dmg.mod +5% all ----- def ----- Resists +9% lightning +10% darkness +9% light +10% blight +9% fire +8% cold +15% all Phys.save +14 (+7 eff.) Spell.save +30 (+14 eff.) Mind.save +16 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant elven-silk robe of the mountain (+16%) (0 def, 0 armour) verdant elven-silk robe of the mountain (+16%) (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +13% nature +16% physical ----- def ----- Resists +15% all +16% physical Poison- +25% Disease- +37% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rejuvenating hardened leather armour of cold resistance (9 def, 6 armour) rejuvenating hardened leather armour of cold resistance (9 def, 6 armour)9.0 T3 light armor Reqs Str 16 [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +9 (+2 eff.) Fatigue +8% Resists +20% cold HP.reg +2.70 ---------- misc Stam/turn +1.40 A suit of armour made of leather. |
duelist's reinforced leather armour of Eyal (19 def, 10 armour) duelist's reinforced leather armour of Eyal (19 def, 10 armour)9.0 T4 light armor Reqs Str 18 [Ego++] Nature/Master While equipped: Stats +6 Cun +7 Dex ----- def ----- Armour +10 Defense +19 (+4 eff.) Fatigue +8% Max.HP +40.00 HP.reg +7.00 Heal.mod +13% A suit of armour made of leather. |
nimble reinforced leather armour of the deep (22 def, 10 armour) nimble reinforced leather armour of the deep (22 def, 10 armour)9.0 T4 light armor Reqs Str 18 [Ego++] Nature/Master While equipped: Stats +2 Dex dps ---------- Mov.spd +20% ----- def ----- Armour +10 Defense +22 (+5 eff.) Fatigue +8% Resists +8% acid +9% cold ---------- misc Breathe water A suit of armour made of leather. |
cleansing drakeskin leather armour of Eyal (20 def, 8 armour) cleansing drakeskin leather armour of Eyal (20 def, 8 armour)9.0 T5 light armor Reqs Str 20 [Ego+] Nature/Disrupt While equipped: ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +8% Resists +16% nature +16% blight Max.HP +20.00 HP.reg +6.00 Heal.mod +14% A suit of armour made of leather. |
voratun mail armour of implacability (5 def, 17 armour) voratun mail armour of implacability (5 def, 17 armour)14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego+] Master While equipped: ----- def ----- Armour +17 Defense +5 (+1 eff.) Fatigue +5% Phys.save +7 (+4 eff.) A suit of armour made of mail. |
impenetrable voratun plate armour of Eyal (0 def, 26 armour) impenetrable voratun plate armour of Eyal (0 def, 26 armour)17.0 T5 massive armor Reqs Massive armour training Str 60 [Ego+] Nature/Master While equipped: ----- def ----- Armour +26 Fatigue +22% Max.HP +59.00 HP.reg +7.00 Heal.mod +18% A suit of armour made of metal plates. |
Girdle of the Calm Waters Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
Eleba (16 def, 6 armour) Eleba (16 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Armour +6 Defense +16 (+3 eff.) Resists +6% fire +13% cold Spell.save +3 (+1 eff.) Knockbk- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wrap of Stone (0 def, 0 armour) Wrap of Stone (0 def, 0 armour)2.0 T2 cloak armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +6 (+3 eff.) Dmg.mod +5% physical ----- def ----- Resists +5% physical ---------- misc Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Level 2.5 Pwr.cost 40 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 4 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 78.02 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
wyrmwaxed cashmere cloak of the hunter (2 def, 0 armour) wyrmwaxed cashmere cloak of the hunter (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Nature While equipped: dps ---------- Acc +22 (+4 eff.) ----- def ----- Defense +2 (+1 eff.) Fatigue -6% Resists +7% acid +6% fire +7% lightning +7% cold Max.HP +69.00 ---------- misc Max.stam +16.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
shadow elven-silk cloak of Iron Throne (3 def, 0 armour) shadow elven-silk cloak of Iron Throne (3 def, 0 armour)2.0 T5 cloak armor [Ego+] Master While equipped: Stats +2 Str +2 Con dps ---------- Dmg.mod +19% darkness Res.pen +8% darkness ----- def ----- Defense +3 (+1 eff.) Resists +18% darkness Stealth +23 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of hardened leather boots of massiveness (0 def, 3 armour) pair of hardened leather boots of massiveness (0 def, 3 armour)2.0 T3 feet armor [Ego+] Master While equipped: Stats +5 Str +5 Con dps ---------- Dmg.mod +7% physical ----- def ----- Armour +3 ---------- misc Size +1 A pair of boots made of leather. |
voratun gauntlets of regeneration (0 def, 3 armour) voratun gauntlets of regeneration (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +3 Fatigue +5% HP.reg +4.60 ---------- misc Stam/turn +0.50 Psi/turn +0.22 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. |
psion's elven-silk wizard hat of madness (3 def, 0 armour) psion's elven-silk wizard hat of madness (3 def, 0 armour)2.0 T5 head armor [Ego++] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.crit +10% Mind.pwr +5 (+2 eff.) Dmg.mod +15% mind ----- def ----- Defense +3 (+1 eff.) Resists +14% mind Phys.save +7 (+4 eff.) Mind.save +34 (+12 eff.) ---------- misc Max.psi +21.00 Hateful Whisper: Puts all charms on 10 cooldown Level 4.5 Pwr.cost 10 out of 15/15. Range 5 Travel.spd instantaneous Is a mind power Description: Infect a target's mind with a virulent whisper that deals 156 Mind damage and spreads amongst your foes, dealing damage and feeding you 4.6 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 32% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
prismatic drakeskin leather cap of trickery (0 def, 5 armour) prismatic drakeskin leather cap of trickery (0 def, 5 armour)2.0 T5 head armor [Ego+] Nature/Master While equipped: Stats +3 Cun +4 Dex dps ---------- Apr +6 ----- def ----- Armour +5 Fatigue +5% Resists +15% light +15% darkness A cap made of leather. |
10 agate 10 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 spinel 6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ametrine 6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine 7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon 6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
15 aquamarine 15 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
14 opal 14 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
16 topaz 16 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 amethyst 7 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
10 onyx 10 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
12 lapis lazuli 12 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
16 emerald 16 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 garnet 6 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
12 quartz 12 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 sapphire 4 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
jade jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise 4 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ruby 2 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 amber 2 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
bloodstone bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
moonstone moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Windborne Azurite Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Crystal Focus Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Burning Star Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 20 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
640 alchemist agate 640 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(92 power, based on Willpower). Uses 7 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
ethereal dwarven lantern ethereal dwarven lantern0.0 T5 lite [Ego+] Arcane While equipped: Stats +6 Mag dps ---------- Spell.pwr +13 (+7 eff.) ---------- misc Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Axe of Fluffy Evil Axe of Fluffy Evil4.0 axe misc [Unique] Unknown Create a ... clockwork gnome. Uses 33 power out of 50/50 It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
Blood-Runed Athame Blood-Runed Athame1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
Bladed Rift Bladed Rift2.0 T5 misc tool [Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+5 eff.) Mind.pwr +10 (+4 eff.) Melee+ 25 phys.bleed Dmg.mod +10% temporal +5% physical Melee Ret 25 phys.bleed ----- def ----- Resists +15% temporal Animate Blade: Level 6.5 Pwr.cost 10 out of 25/25. Range 10 Travel.spd instantaneous Is a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Many Ways Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 7 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1) Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 20 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (3/3) Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 132 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. |
elven-wood totem of stinging [power 326] (10 cooldown) elven-wood totem of stinging [power 326] (10 cooldown)2.0 T4 totem charm [Ego] Nature Sting an enemy dealing 326 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 10 cooldown Natural totems are made by powerful wilders to store nature power. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
By Orre the Cornac Skirmisher level 35
8th Mirth 123rd year of Ascendancy at 09:18 see stats
By Orre the Cornac Skirmisher level 43
29th Dusk 123rd year of Ascendancy at 22:21 see stats
By Orre the Cornac Skirmisher level 35
6th Mirth 123rd year of Ascendancy at 08:47 see stats
By Orre the Cornac Skirmisher level 38
12nd Dusk 123rd year of Ascendancy at 21:27 see stats
By Orre the Cornac Skirmisher level 39
21st Dusk 123rd year of Ascendancy at 17:33 see stats
By Orre the Cornac Skirmisher level 38
10th Dusk 123rd year of Ascendancy at 07:50 see stats
By Orre the Cornac Skirmisher level 31
68th Pyre 123rd year of Ascendancy at 14:18 see stats
By Orre the Cornac Skirmisher level 14
70th Dusk 122nd year of Ascendancy at 22:10 see stats
By Orre the Cornac Skirmisher level 36
7th Dusk 123rd year of Ascendancy at 00:50 see stats
By Orre the Cornac Skirmisher level 42
29th Dusk 123rd year of Ascendancy at 16:46 see stats
By Orre the Cornac Skirmisher level 32
77th Pyre 123rd year of Ascendancy at 18:47 see stats
By Orre the Cornac Skirmisher level 18
14th Regrowth 123rd year of Ascendancy at 16:49 see stats
By Orre the Cornac Skirmisher level 31
47th Pyre 123rd year of Ascendancy at 08:25 see stats
By Orre the Cornac Skirmisher level 20
19th Regrowth 123rd year of Ascendancy at 05:46 see stats
By Orre the Cornac Skirmisher level 40
21st Dusk 123rd year of Ascendancy at 22:20 see stats
By Orre the Cornac Skirmisher level 30
11st Pyre 123rd year of Ascendancy at 19:13 see stats
By Orre the Cornac Skirmisher level 10
43rd Dusk 122nd year of Ascendancy at 03:10 see stats
By Orre the Cornac Skirmisher level 20
19th Regrowth 123rd year of Ascendancy at 02:09 see stats
By Orre the Cornac Skirmisher level 30
9th Pyre 123rd year of Ascendancy at 22:03 see stats
By Orre the Cornac Skirmisher level 40
21st Dusk 123rd year of Ascendancy at 19:57 see stats
By Orre the Cornac Skirmisher level 23
39th Regrowth 123rd year of Ascendancy at 15:43 see stats
By Orre the Cornac Skirmisher level 23
42nd Regrowth 123rd year of Ascendancy at 01:09 see stats
By Orre the Cornac Skirmisher level 29
74th Regrowth 123rd year of Ascendancy at 19:03 see stats
By Orre the Cornac Skirmisher level 30
9th Pyre 123rd year of Ascendancy at 22:33 see stats
By Orre the Cornac Skirmisher level 16
12nd Regrowth 123rd year of Ascendancy at 10:03 see stats
By Orre the Cornac Skirmisher level 37
7th Dusk 123rd year of Ascendancy at 05:56 see stats
By Orre the Cornac Skirmisher level 9
2nd Mirth 122nd year of Ascendancy at 15:24 see stats
By Orre the Cornac Skirmisher level 31
45th Pyre 123rd year of Ascendancy at 14:11 see stats
By Orre the Cornac Skirmisher level 31
69th Pyre 123rd year of Ascendancy at 16:50 see stats
By Orre the Cornac Skirmisher level 31
45th Pyre 123rd year of Ascendancy at 02:50 see stats
By Orre the Cornac Skirmisher level 31
45th Pyre 123rd year of Ascendancy at 16:26 see stats
By Orre the Cornac Skirmisher level 21
27th Regrowth 123rd year of Ascendancy at 07:23 see stats
By Orre the Cornac Skirmisher level 34
5th Mirth 123rd year of Ascendancy at 20:40 see stats
Log
Orc pyromancer casts Flame.
Orc pyromancer's Fireflash hits Something for 247 fire damage.
Orc pyromancer's Fireflash hits Arana the Invoker for 296 fire damage.
Orre redirects the effect 'Stunned'!
Elyrelle the Invoker's cleansing fire area effect hits Orre for (39 flat reduction), 10 fire (10 total damage).
Elyrelle the Invoker's cleansing fire area effect hits Arana the Invoker for 119 fire damage.
Arana the Invoker's cleansing fire area effect hits Orre for (39 flat reduction), 44 fire (44 total damage).
Arana the Invoker's physical stun area effect hits Orre for (34 flat reduction), 0 physical (0 total damage).
Polurevena the Flamebringer's physical stun area effect hits Orre for (18 flat reduction), 0 physical (0 total damage).
Arana the Invoker casts Fireflash.
Arana the Invoker's spell attains critical power!
Orre follows up with a countershot.
Orre deflects the projectile from Arana the Invoker to the north!
Orre feels pain again.
Talent Swift Shot is ready to use.
Talent Kneecapper is ready to use.
Talent Disengage is ready to use.
Talent Tumble is ready to use.
Talent Dig is ready to use.
Arana the Invoker casts Flame.
Orre reacts to damage from Arana the Invoker, mitigating the blow!.
Orre is on fire!
Orre reacts to damage from Arana the Invoker's Fireflash, mitigating the blow!.
Arana the Invoker roars triumphantly.
Arana the Invoker's Fireflash hits Orre for (39 flat reduction), (333 reacted , -6 stam), 435 fire (435 total damage).
Arana the Invoker's Fireflash hits Elyrelle the Invoker for 707 fire damage.
Arana the Invoker's Fireflash hits Orc pyromancer for 650 fire damage.
Arana the Invoker hits Orre for (39 flat reduction), (101 reacted , -6 stam), 132 fire (132 total damage).
Orre the level 43 cornac skirmisher was toasted to death by Arana the Invoker on level 1 of Hidden Vault - Vor Pride (3).