Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.3.1Various 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. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Gunsnixed 1.7.0Prevents Gunsnake from the Embers of Rage DLC from spawning. Better Item Description 1.7.2This 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 | Nightmare Roguelike |
Sex | Female |
Race | Halfling |
Class | Archer |
Level / Exp | 32 / 4% |
Size | small |
Lifes / Deaths | Killed by Celia at level 32 on the 1st Haze 123rd year of Ascendancy at 04:54 / 1 |
Primary Stats
Strength | 92 (base 53) |
Dexterity | 97 (base 60) |
Constitution | 22 (base 10) |
Magic | 10 (base 10) |
Willpower | 24 (base 10) |
Cunning | 58 (base 25) |
Resources
Life | -356/755 |
Stamina | 47/228 |
Healing Factor | 1.3024166372474 |
Regeneration | 6.8376873455486 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +30% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 5 |
See Stealth | 35.84903874937 |
See Invisible | 35.84903874937 |
Offense: Mainhand
Damage | 167 |
Accuracy | 64 |
Crit Chance | 30% |
APR | 23 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 17% |
Speed | 1 |
Offense: Mind
Mindpower | 45 |
Crit Chance | 23% |
Speed | 1 |
Offense: Damage Bonus
Blight | +36% |
Physical | +15% |
Cold | +26% |
All | +2% |
Lightning | +11% |
Light | +8% |
Mind | +5% |
Fire | +11% |
Nature | +10% |
Offense: Damage Penetration
Physical | +11% |
Mind | +10% |
Cold | +45% |
Defense: Base
Armour (hardiness) | 39 (38.594633868923%) |
Defense | 54 |
Ranged Defense | 54 |
Fatigue | 0 |
Physical Save | 42 |
Spell Save | 20 |
Mental Save | 30 |
Defense: Resistances
Blight | + 11%( 70%) |
Arcane | + 14%( 70%) |
Mind | + 13%( 70%) |
All | + 4%( 70%) |
Light | + 9%( 70%) |
Physical | + 12%( 70%) |
Cold | + 40%( 70%) |
Fire | + 18%( 70%) |
Nature | + 23%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 724% 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. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 144 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
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 341 damage for 4 turns. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery training | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Sniper | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Cunning / Poisons | 1.00 |
| 3/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
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. | active |
You successfully escorted the lost defiler to the recall portal on level 2 of Norgos Lair. Escort: lost defiler (level 2 of Norgos Lair)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest)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 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Strength by +5. | done |
You failed to protect the lost warrior from death by Vorykira the ghast. Escort: lost warrior (level 7 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Lacerating Strikes (+1 level(s)). | 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 Dexterity 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. | 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. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed snow giant kidney. * You've found the needed bear paw. | 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 within4 lumberjacks have died. | done |
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 | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Quiver | Blazeknave the quiver of dragonbone arrows (22/22, 54-75 power, 21 apr) Blazeknave the quiver of dragonbone arrows (22/22, 54-75 power, 21 apr)3.0 T5 arrow ammo [Rare] Arcane Power 53.5 - 74.9 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +21 Crit +8.0% Capacity 22 Proj.spd +200% Phasing +30% Ranged+ +9 cold On Hit.r1 +12 light While equipped: ---------- misc Reload +4 Arrows are used with bows to pierce your foes to death. |
Light source | Cyrelle the alchemist's lamp Cyrelle the alchemist's lamp1.0 T3 lite [Rare] Master While equipped: Stats +4 Cun +2 Dex dps ---------- Mind.pwr +25 (+8 eff.) ----- def ----- Spell.save +6 (+3 eff.) ---------- misc Equi/ret +0.04 Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Infernotreason (0 def, 3 armour) Infernotreason (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +7 Str +7 Dex +5 Wil +2 Cun dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +12% blight +6% fire ----- def ----- Armour +3 Fatigue +3% Mind.save +12 (+6 eff.) ---------- misc Equi/ret +0.12 Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 350.9 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Tool | dwarven-steel pickaxe 'Lightningpride' (dig speed 30 turns) dwarven-steel pickaxe 'Lightningpride' (dig speed 30 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str dps ---------- Dmg.mod +9% lightning ----- def ----- Fatigue -7% Resists +5% arcane +12% cold Die.at -80.00 life Max.HP +80.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | 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 (+2 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. |
On fingers | Samular the Hailsmasher Samular the Hailsmasher0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+1 eff.) Dmg.mod +3% cold +3% mind +3% fire Res.pen +10% mind ----- def ----- Resists +9% mind +6% cold Rings make your fingers look great! |
Around waist | Freezesever the rough leather belt Freezesever the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Dex dps ---------- Phys.crit +6.0% Mind.crit +6% Dmg.mod +18% blight +6% cold Res.pen +20% cold Melee Ret 6 mind 2 cold A belt that goes around your waist. |
In main hand | Demonbiter Demonbiter4.0 T3 longbow 2H weapon [Rare] Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 On Crit.r2 +4 darkness While equipped: Stats +6 Dex dps ---------- Res.pen +11% physical On Hit (Ranged): * 10% chance to reduce damage dealt by 23% ----- def ----- Resists +15% fire +2% physical Spell.save +3 (+2 eff.) Longbows are used to shoot arrows at your foes. |
On hands | Mayimita (0 def, 8 armour) Mayimita (0 def, 8 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Nature While equipped: Stats +1 Wil dps ---------- Melee+ 5 blight 7 physical 10 light Dmg.mod +4% blight +5% physical +6% light ----- def ----- Armour +8 Fatigue +3% Resists +7% blight +5% light +5% arcane Die.at -80.00 life ---------- misc Infravis +2 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. |
Main armor | duelist's cured leather armour of stability (9 def, 8 armour) duelist's cured leather armour of stability (9 def, 8 armour)9.0 T2 light armor [Ego+] Master While equipped: Stats +5 Cun +5 Dex ----- def ----- Armour +8 Defense +9 (+3 eff.) Fatigue +7% Resists +6% physical Phys.save +11 (+3 eff.) A suit of armour made of leather. |
Cloak | Frigidtrencher the linen cloak (1 def, 16 armour) Frigidtrencher the linen cloak (1 def, 16 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Dex +2 Con dps ---------- Res.pen +25% cold Apr +2 ----- def ----- Armour +16 Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | wanderer's copper amulet wanderer's copper amulet0.1 T1 amulet jewelry [Ego+] Master While equipped: Stats +3 Dex +4 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
Inventory
heroism infusion of the duelist (die at -730; dur 7; cd 31) heroism infusion of the duelist (die at -730; dur 7; cd 31)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 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 -730 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1805 life, 17 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the titan (die at -374; dur 6; cd 29) heroism infusion of the titan (die at -374; 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 -374 life. The duration and life will increase by 1% for every 1% life you have lost (currently 925 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 705%; cd 18) movement infusion of the sneak (speed 705%; cd 18)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 705% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the psychic (heal 172; 13 cd) regeneration infusion of the psychic (heal 172; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 172 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 398; 16 cd) regeneration infusion of the sneak (heal 398; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 398 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
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. |
acid wave rune of the duelist (damage 253; dur 4; cd 19) acid wave rune of the duelist (damage 253; dur 4; cd 19)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 253.37 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the sneak (damage 199; dur 4; cd 18) biting gale rune of the sneak (damage 199; dur 4; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 198.58 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 380; dur 4; cd 18) shielding rune of the duelist (absorb 380; dur 4; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 380 damage for 4 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the duelist (absorb 341; dur 3; cd 16) shielding rune of the duelist (absorb 341; dur 3; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 341 damage for 3 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
copper amulet of cunning (+3) copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun Amulets make your neck look great! |
restful steel amulet of manastreaming restful steel amulet of manastreaming0.1 T2 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +2 Mag dps ---------- S.pwr/crit +2 ----- def ----- Fatigue -6% HP.reg +2.00 ---------- misc Mana/turn +0.16 Max.mana +29.00 Amulets make your neck look great! |
titan's copper ring of perseverance titan's copper ring of perseverance0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) HP.reg +2.00 Stun/Frz- +20% Rings make your fingers look great! |
Vargh Redemption Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 13.45 cold and 12.28 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 51 power out of 60/60 This azure ring seems to be always moist to the touch. |
conjurer's gold ring of darkness (+22%) =MAG= conjurer's gold ring of darkness (+22%) =MAG=0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +6 Mag +5 Wil dps ---------- Spell.pwr +9 (+9 eff.) Dmg.mod +11% darkness ----- def ----- Resists +22% darkness Rings make your fingers look great! |
ethereal elven-wood starstaff of might (25-30 power, 5 apr, temporal element) ethereal elven-wood starstaff of might (25-30 power, 5 apr, temporal element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +12% Spell.pwr +15 (+12 eff.) Dmg.mod +25% temporal Phasing +15% ----- def ----- Defense +13 (+5 eff.) Shield.pwr +10% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent elven-wood starstaff of breaching (28-34 power, 5 apr, darkness element) potent elven-wood starstaff of breaching (28-34 power, 5 apr, darkness element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Power 28.0 - 33.6 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +14 (+12 eff.) Dmg.mod +28% darkness Res.pen +14% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Colaryem (48-77 power, 12 apr) =Vault?= Colaryem (48-77 power, 12 apr) =Vault?=3.0 T3 greatsword 2H weapon [Unique] Arcane Power 48.0 - 76.8 Physical Uses 130% Str Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +11.0% Atk.spd 50% While equipped: Stats +7 Dex dps ---------- Mov.spd +10% Dmg.mod +7% lightning ----- def ----- Fatigue -12% Resists +7% lightning ---------- misc Max.enc +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
enhanced stralite greatsword of shearing (48-76 power, 3 apr) enhanced stralite greatsword of shearing (48-76 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego++] Nature/Master Power 47.5 - 76.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% While equipped: Stats +7 Str +5 Dex +10 Mag +9 Wil +5 Cun +5 Con dps ---------- Res.pen +13% all Acc +12 (+3 eff.) Apr +13 Massive two-handed swords. |
Xavena (12-17 power, 2 apr) =CUN= Xavena (12-17 power, 2 apr) =CUN=3.0 T1 longsword 1H weapon [Rare] Nature Power 12.0 - 16.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +6 nature While equipped: Stats +5 Cun ----- def ----- Teleport- +20% Sharp, long, and deadly. |
Blade of Distorted Time (40-56 power, 40 apr) Blade of Distorted Time (40-56 power, 40 apr)3.0 T4 longsword 1H weapon [Unique] Arcane Power 40.0 - 56.0 Physical Uses 20% Mag, 90% Str Acc+ +0.4% crit mult (max 40%) Apr +40 Crit +8.0% Atk.spd 100% Dmg.conv 20% temporal On Hit: * deals 30 temporal damage and slows enemies in radius 6 of the target by 40% based on Magic While equipped: dps ---------- Dmg.mod +30% temporal +30% physical ----- def ----- Def/telep +20 Res/telep +20% Dur/telep +20% Blink Blade: Level 4.0 Pwr.cost 9 out of 10/10. Range 8 Travel.spd instantaneous Is a spell Description: Teleport to the target and attack with your melee weapons for 94% damage. Then teleport next to a second random enemy, attacking for 94% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. |
elemental steel mace of shearing (15-21 power, 3 apr) elemental steel mace of shearing (15-21 power, 3 apr)3.0 T2 mace 1H weapon [Ego++] Arcane/Master Power 15.0 - 21.0 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit: * Create an explosion dealing 15 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +10% lightning Res.pen +9% lightning +9% all Acc +8 (+2 eff.) Apr +6 Blunt and deadly. |
warbringer's stralite mace of rage (40-55 power, 5 apr) warbringer's stralite mace of rage (40-55 power, 5 apr)3.0 T4 mace 1H weapon [Ego++] Master Power 39.5 - 55.3 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+1 eff.) Dmg.mod +9% physical Res.pen +10% physical Acc +15 (+3 eff.) ----- def ----- Disarm- +22% Blunt and deadly. |
enhanced stralite waraxe (34-47 power, 5 apr) enhanced stralite waraxe (34-47 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego+] Nature Power 33.5 - 46.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% While equipped: Stats +6 Str +5 Dex +7 Mag +6 Wil +5 Cun +6 Con One-handed war axes. |
truestriking stralite waraxe of projection (32-45 power, 5 apr) truestriking stralite waraxe of projection (32-45 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego++] Master/Psionic Power 32.0 - 44.8 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Res.pen +9% physical Acc +9 (+2 eff.) Apr +9 One-handed war axes. |
Poltergeist's Spellblaze Shard (20-26 power, 10 apr) =Mag= Poltergeist's Spellblaze Shard (20-26 power, 10 apr) =Mag=1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Defense +4 (+2 eff.) Resists +10% blight +10% fire Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Poltergeist's Umbral Razor (25-32 power, 10 apr) =Mag= Poltergeist's Umbral Razor (25-32 power, 10 apr) =Mag=1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +5% darkness +4% all Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 17 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 47.12 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Serpent's Glare (7-8 power, 15 apr, nature damage) Serpent's Glare (7-8 power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 7 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 274.54 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
projecting pulsing mindstar of sand (14-15 power, 32 apr, nature damage) projecting pulsing mindstar of sand (14-15 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego++] Nature/Psionic Power 14.0 - 15.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Melee+ 6 physical Dmg.mod +16% lightning +9% fire +7% physical +16% cold Res.pen +4% physical ----- def ----- Resists +7% physical ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Psionic/Focus +0.20 Psionic/Projection Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Surefire Surefire4.0 T1 longbow 2H weapon [Unique] Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 105% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+3 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
elm longbow elm longbow4.0 T1 longbow 2H weapon [Normal] Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 Longbows are used to shoot arrows at your foes. |
ranger's elm longbow ranger's elm longbow4.0 T1 longbow 2H weapon [Ego] Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: Stats +2 Dex Longbows are used to shoot arrows at your foes. |
Corpsebow Corpsebow4.0 T2 longbow 2H weapon [Unique] Arcane/Nature Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 On Hit: 25% Epidemic 1 On Hit: 25% Cyst Burst 1 While equipped: dps ---------- Spell.pwr +10 (+10 eff.) Ranged+ 20 blight Dmg.mod +20% blight On Hit (Ranged): * 40% chance to reduce strength, dexterity, and constitution by 6 ----- def ----- Disease- +50% A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
yew longbow 'Xanewe' yew longbow 'Xanewe'4.0 T3 longbow 2H weapon [Rare] Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Proj.spd +200% While equipped: Stats +7 Str +2 Mag dps ---------- Phys.pwr +12 (+3 eff.) Dmg.mod +6% physical ----- def ----- Defense +5 (+2 eff.) ---------- misc Reload +2 Longbows are used to shoot arrows at your foes. |
enhanced stralite steamgun of piercing enhanced stralite steamgun of piercing4.0 T4 steamgun 1H weapon Reqs Steam Pool [Ego++] Nature/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +5 Str +4 Dex +3 Mag +6 Wil +6 Cun +5 Con dps ---------- Res.pen +6% all Acc +12 (+3 eff.) Apr +6 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
arcing quiver of elm arrows of daylight (19/19, 12-17 power, 5 apr) arcing quiver of elm arrows of daylight (19/19, 12-17 power, 5 apr)3.0 T1 arrow ammo [Ego] Arcane Power 12.0 - 16.8 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 19 Ranged+ +9 light Against +9% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Arrows are used with bows to pierce your foes to death. |
deadly quiver of elm arrows of erosion (18/18, 24-33 power, 5 apr) deadly quiver of elm arrows of erosion (18/18, 24-33 power, 5 apr)3.0 T1 arrow ammo [Ego] Nature/Master Power 23.5 - 32.9 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 18 Ranged+ +8 nature Arrows are used with bows to pierce your foes to death. |
quiver of ash arrows of crippling (16/16, 18-25 power, 7 apr) quiver of ash arrows of crippling (16/16, 18-25 power, 7 apr)3.0 T2 arrow ammo [Ego+] Master Power 18.0 - 25.2 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +10.5% Capacity 16 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
Flarehunt the quiver of yew arrows (16/16, 32-46 power, 10 apr) Flarehunt the quiver of yew arrows (16/16, 32-46 power, 10 apr)3.0 T3 arrow ammo [Rare] Nature Power 32.5 - 45.5 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 16 Ranged+ +20 acid +4 fire On Crit.r2 +8 fire On Hit: * 20% chance to slow global speed by 55% * 20% chance to create vines that bind the target to the ground dealing 181 nature damage and pinning them for 3 turns Arrows are used with bows to pierce your foes to death. |
barbed pouch of dwarven-steel shots of torment (23/23, 44-53 power, 3 apr) barbed pouch of dwarven-steel shots of torment (23/23, 44-53 power, 3 apr)3.0 T3 shot ammo [Ego++] Master/Psionic Power 44.0 - 52.8 Physical Uses 50% Cun, 70% Dex Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Apr +3 Crit +13.0% Capacity 23 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Crit: * Wound the target dealing 241 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
iron shield of shrapnel (0 def, 2 armour, 19 block) iron shield of shrapnel (0 def, 2 armour, 19 block)7.0 T1 shield armor Reqs Shield usage training [Ego+] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 241 physical damage over 5 turns (1/turn) ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
acidic stralite shield of purity (0 def, 8 armour, 135 block) acidic stralite shield of purity (0 def, 8 armour, 135 block)7.0 T4 shield armor Reqs Shield usage training [Ego] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 6 acid Melee Ret 5 acid ----- def ----- Armour +8 Fatigue +8% Resists +17% nature +12% blight ---------- misc Talents +1 Block Handheld deflection devices. |
crackling stralite shield of the stars (0 def, 8 armour, 144.5 block) crackling stralite shield of the stars (0 def, 8 armour, 144.5 block)7.0 T4 shield armor Reqs Shield usage training [Ego++] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Dex +2 Mag +3 Cun dps ---------- Dmg.mod +15% light +18% darkness Melee Ret 22 lightning ----- def ----- Armour +8 Fatigue +8% Resists +12% lightning +17% light +12% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
swashbuckler's stralite shield (0 def, 8 armour, 142 block) swashbuckler's stralite shield (0 def, 8 armour, 142 block)7.0 T4 shield armor Reqs Shield usage training [Ego+] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +1 Str +9 Dex dps ---------- Acc +13 (+3 eff.) ----- def ----- Armour +8 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
stormwoven woollen robe of Linaniil (0 def, 0 armour) stormwoven woollen robe of Linaniil (0 def, 0 armour)2.0 T2 cloth armor [Ego++] Arcane/Nature While equipped: Stats +5 Str +5 Mag +4 Wil dps ---------- Spell.crit +8% Spell.pwr +17 (+13 eff.) Dmg.mod +10% lightning +5% physical +13% cold ----- def ----- Resists +5% lightning +7% cold +9% all ---------- misc Mana/turn +0.16 Max.mana +44.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven woollen robe of protection (3 def, 4 armour) stormwoven woollen robe of protection (3 def, 4 armour)2.0 T2 cloth armor [Ego+] Nature/Master While equipped: Stats +4 Str +5 Mag +5 Wil dps ---------- Dmg.mod +10% lightning +5% physical +6% cold ----- def ----- Armour +4 Defense +3 (+1 eff.) Resists +7% lightning +6% cold +9% all Phys.save +17 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of life (0 def, 0 armour) woollen robe of life (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +5% blight +9% all Max.HP +54.00 HP.reg +2.30 Heal.mod +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Firewalker (15 def, 2 armour) =Mag= Firewalker (15 def, 2 armour) =Mag=2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag dps ---------- Spell.pwr +12 (+11 eff.) Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +15 (+5 eff.) Resists +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. |
timebroken silk robe of Angolwen (0 def, 0 armour) timebroken silk robe of Angolwen (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Arcane While equipped: Stats +8 Mag +9 Wil dps ---------- Spell.crit +3% Spell.pwr +12 (+11 eff.) S.pwr/crit +2 Dmg.mod +17% arcane +14% temporal ----- def ----- Resists +13% all Silence- +40% ---------- misc Max.mana +46.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant silk robe (0 def, 0 armour) verdant silk robe (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Nature While equipped: Stats +5 Con dps ---------- Dmg.mod +12% nature ----- def ----- Resists +13% all Poison- +40% Disease- +35% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
enlightening rough leather armour of spell shielding (3 def, 2 armour) enlightening rough leather armour of spell shielding (3 def, 2 armour)9.0 T1 light armor [Ego+] Arcane/Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +5% arcane Spell.save +11 (+6 eff.) Mind.save +12 (+6 eff.) A suit of armour made of leather. |
nimble cured leather armour of resilience (14 def, 4 armour) nimble cured leather armour of resilience (14 def, 4 armour)9.0 T2 light armor [Ego+] Nature/Master While equipped: Stats +3 Dex dps ---------- Mov.spd +20% ----- def ----- Armour +4 Defense +14 (+5 eff.) Fatigue +7% Max.HP +25.00 A suit of armour made of leather. |
impenetrable iron mail armour of resilience (2 def, 10 armour) impenetrable iron mail armour of resilience (2 def, 10 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +10 Defense +2 (+1 eff.) Fatigue +12% Max.HP +22.00 A suit of armour made of mail. |
enlightening steel mail armour of the deep (2 def, 8 armour) enlightening steel mail armour of the deep (2 def, 8 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego++] Nature/Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +8 Defense +2 (+1 eff.) Fatigue +12% Resists +7% acid +7% cold Mind.save +11 (+6 eff.) ---------- misc Breathe water A suit of armour made of mail. |
impenetrable dwarven-steel mail armour of fire resistance (3 def, 16 armour) impenetrable dwarven-steel mail armour of fire resistance (3 def, 16 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +16 Defense +3 (+1 eff.) Fatigue +12% Resists +18% fire A suit of armour made of mail. |
searing dwarven-steel mail armour of lightning resistance (3 def, 8 armour) searing dwarven-steel mail armour of lightning resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: dps ---------- Melee+ 14 acid 11 fire Melee Ret 10 acid 10 fire ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +10% acid +13% fire +17% lightning A suit of armour made of mail. |
prismatic stralite mail armour of lightning resistance (4 def, 8 armour) prismatic stralite mail armour of lightning resistance (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Resists +18% lightning +11% light +10% darkness A suit of armour made of mail. |
rejuvenating stralite mail armour of acid resistance (4 def, 8 armour) rejuvenating stralite mail armour of acid resistance (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Resists +19% acid HP.reg +5.00 ---------- misc Stam/turn +1.50 A suit of armour made of mail. |
searing stralite mail armour of delving (4 def, 8 armour) searing stralite mail armour of delving (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +6 Str dps ---------- Melee+ 8 acid 13 fire Melee Ret 12 acid 11 fire ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Resists +16% acid +8% physical +16% darkness +18% fire ---------- misc Light +2 Track: Puts all charms on 26 cooldown Level 2.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 18 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
fortifying voratun mail armour of Eyal (5 def, 10 armour) fortifying voratun mail armour of Eyal (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +4 Str +2 Con ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Max.HP +115.00 HP.reg +6.00 Heal.mod +14% A suit of armour made of mail. |
Mighty Girdle Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
rough leather belt 'Tundrapeal' rough leather belt 'Tundrapeal'1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Wil dps ---------- Melee Ret 2 cold ----- def ----- Defense +9 (+3 eff.) Phys.save +6 (+2 eff.) Stealth +5 Disarm- +20% Teleport- +10% ---------- misc Infravis +1 A belt that goes around your waist. |
rough leather belt of the giants rough leather belt of the giants1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Spell.save +5 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
grounding hardened leather belt grounding hardened leather belt1.0 T3 belt armor [Ego] Nature While equipped: ----- def ----- Resists +7% lightning +7% temporal A belt that goes around your waist. |
spiritwalker's hardened leather belt of recklessness =Mag= spiritwalker's hardened leather belt of recklessness =Mag=1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +5 Mag dps ---------- Phys.crit +4.0% Crit.mult +9.00% Phys.pwr +3 (+0 eff.) ---------- misc Mana/turn +0.12 Max.mana +31.00 A belt that goes around your waist. |
resilient linen cloak (1 def, 0 armour) resilient linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Stormrace' (0 def, 1 armour) pair of rough leather boots 'Stormrace' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Str +3 Con dps ---------- Dmg.mod +15% lightning +3% cold ----- def ----- Armour +1 Resists +6% darkness Rush: Puts all charms on 22 cooldown Level 3.0 Pwr.cost 22 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
undeterred pair of rough leather boots (0 def, 1 armour) undeterred pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego+] Arcane While equipped: ----- def ----- Armour +1 Silence- +21% Confus- +21% Stun/Frz- +23% A pair of boots made of leather. |
pair of hardened leather boots 'Porylle' (0 def, 6 armour) pair of hardened leather boots 'Porylle' (0 def, 6 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Cun +3 Str dps ---------- Melee Ret 6 physical ----- def ----- Armour +6 Resists +5% arcane Spell.save +12 (+6 eff.) ---------- misc Infravis +1 A pair of boots made of leather. |
restorative pair of hardened leather boots (0 def, 3 armour) restorative pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Ego+] Nature While equipped: ----- def ----- Armour +3 HP.reg +4.00 Heal.mod +12% A pair of boots made of leather. |
cinder rough leather gloves (0 def, 1 armour) cinder rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 5 fire Dmg.mod +3% fire ----- def ----- Armour +1 Resists +5% fire 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. |
drakeskin leather gloves of the starseeker (0 def, 3 armour) drakeskin leather gloves of the starseeker (0 def, 3 armour)1.0 T4 hands armor [Ego+] Arcane While equipped: Stats +3 Cun +2 Mag ----- def ----- Armour +3 Resists +7% light +6% darkness ---------- misc Infravis +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 17 cooldown Level 1.0 Pwr.cost 17 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 29.46 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets 'Boltparry' (0 def, 1 armour) iron gauntlets 'Boltparry' (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Dex dps ---------- Res.pen +5% lightning Acc +11 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +3% lightning +3% cold +3% mind Pinning- +20% 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. |
restful iron gauntlets of strength (+3) (0 def, 1 armour) restful iron gauntlets of strength (+3) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +1 Fatigue +1% HP.reg +2.00 ---------- misc Stam/turn +0.50 Max.stam +10.00 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. |
miner's rough leather cap of dexterity (+3) (0 def, 2 armour) miner's rough leather cap of dexterity (+3) (0 def, 2 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +2 Fatigue +1% ---------- misc Infravis +2 A cap made of leather. |
catburglar's hardened leather cap of the depths (0 def, 3 armour) =Wate= catburglar's hardened leather cap of the depths (0 def, 3 armour) =Wate=2.0 T3 head armor [Ego+] Nature/Master While equipped: Stats +4 Dex ----- def ----- Armour +3 Fatigue +3% Resists +11% darkness +7% cold ---------- misc Infravis +4 Breathe water A cap made of leather. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
6 agate 6 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. |
2 spinel 2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 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. |
4 ametrine 4 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon 8 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. |
5 aquamarine 5 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. |
5 opal 5 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. |
2 topaz 2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 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. |
3 onyx 3 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli 4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald 2 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. |
garnet 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. |
quartz 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 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 jade 3 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. |
2 turquoise 2 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. |
3 ruby 3 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. |
amber 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. |
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. |
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. |
296 alchemist agate 296 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.(75 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Planar Beacon Planar Beacon1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 22 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 49.44 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 49.44 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Heart of Poosh Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 85 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Glittertickler (dig speed 30 turns) Glittertickler (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Wil +2 Cun dps ---------- Dmg.mod +15% mind Melee Ret 4 light ---------- misc Equi/ret +0.08 Infravis +2 While carried: ---------- misc 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 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
miner's iron pickaxe (dig speed 28 turns) miner's iron pickaxe (dig speed 28 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 35 turns) woodsman's iron pickaxe (dig speed 35 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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 26 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Gwai's Burninator Gwai's Burninator2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 355.20 fire damage (based on Magic). Uses 43 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (2/2) Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
Pitchpanic the elm totem of summon tentacle [power 95] (22 cooldown) Pitchpanic the elm totem of summon tentacle [power 95] (22 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: ----- def ----- Resists +6% acid +3% blight +3% light +3% darkness Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 196 Base Damage: 104 Armor: 2 All Resist: 2 Puts all charms on 22 cooldown 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
overpowered ash wand of shielding [power 326] (23 cooldown) overpowered ash wand of shielding [power 326] (23 cooldown)2.0 T2 wand charm [Ego] Arcane Create a shield absorbing up to 326 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 23 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Yakogoro the Halfling Archer level 31
79th Dusk 123rd year of Ascendancy at 12:26 see stats
By Yakogoro the Halfling Archer level 14
16th Haze 122nd year of Ascendancy at 16:11 see stats
By Yakogoro the Halfling Archer level 29
52nd Dusk 123rd year of Ascendancy at 15:47 see stats
By Yakogoro the Halfling Archer level 19
4th Decay 122nd year of Ascendancy at 03:44 see stats
By Yakogoro the Halfling Archer level 26
2nd Flare 123rd year of Ascendancy at 08:08 see stats
By Yakogoro the Halfling Archer level 24
17th Pyre 123rd year of Ascendancy at 13:19 see stats
By Yakogoro the Halfling Archer level 10
9th Dusk 122nd year of Ascendancy at 00:11 see stats
By Yakogoro the Halfling Archer level 20
5th Decay 122nd year of Ascendancy at 06:26 see stats
By Yakogoro the Halfling Archer level 30
71st Dusk 123rd year of Ascendancy at 07:36 see stats
By Yakogoro the Halfling Archer level 22
3rd Regrowth 123rd year of Ascendancy at 05:27 see stats
By Yakogoro the Halfling Archer level 27
7th Dusk 123rd year of Ascendancy at 00:50 see stats
By Yakogoro the Halfling Archer level 23
5th Pyre 123rd year of Ascendancy at 13:44 see stats
By Yakogoro the Halfling Archer level 31
77th Dusk 123rd year of Ascendancy at 22:38 see stats
By Yakogoro the Halfling Archer level 8
3rd Dusk 122nd year of Ascendancy at 13:33 see stats
By Yakogoro the Halfling Archer level 23
6th Pyre 123rd year of Ascendancy at 00:22 see stats
By Yakogoro the Halfling Archer level 10
24th Dusk 122nd year of Ascendancy at 07:08 see stats
By Yakogoro the Halfling Archer level 26
75th Pyre 123rd year of Ascendancy at 04:19 see stats
By Yakogoro the Halfling Archer level 19
3rd Decay 122nd year of Ascendancy at 20:04 see stats
By Yakogoro the Halfling Archer level 31
77th Dusk 123rd year of Ascendancy at 15:47 see stats
Log
Yakogoro is confused and fails to use Shoot.
Ghoul misses Yakogoro.
Celia rearms.
Celia is not silenced anymore.
Ghoul uses Ghoulish Leap.
Ghoul speeds up.
Ghoul's purging blight area effect hits Yakogoro for 31 blight damage.
Ghoul receives 63 healing from Ghoul's purging blight area effect.
Talent Vital Shot is ready to use.
Bane of Confusion from Celia hits Yakogoro for 110 darkness damage.
Yakogoro uses Infusion: Movement.
Yakogoro is moving at extreme speed!
Celia casts Rigor Mortis.
Yakogoro reacts to damage from Celia, mitigating the blow!.
Yakogoro tries to evade attacks.
Yakogoro reacts to damage from Celia, mitigating the blow!.
Celia casts Ice Shards.
Yakogoro deflects the projectile from Celia to the north!
Yakogoro feels death coming!
Erupting Shadows hits Yakogoro for 38 darkness damage.
Celia hits Yakogoro for (78 reacted , -5 stam), 189 cold, (84 reacted , -5 stam), 192 darkness (382 total damage).
Ghoul's purging blight area effect hits Yakogoro for 38 blight damage.
Ghoul receives 63 healing from Ghoul's purging blight area effect.
Talent Snipe is ready to use.
Bane of Confusion from Celia hits Yakogoro for 130 darkness damage.
Yakogoro the level 32 halfling archer was swallowed by the void to death by Celia on level 2 of Last Hope Graveyard.