Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/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 | Higher |
Class | Archmage (High Thaumaturgist) |
Level / Exp | 50 / 696% |
Size | big |
Lifes / Deaths | Killed by worm that walks at level 50 on the 52nd Pyre 124th year of Ascendancy at 17:58 / 2Killed by Xiriakira the ultimate faeros at level 50 on the 1st Mirth 124th year of Ascendancy at 17:57 |
Primary Stats
Strength | 26 (base 9) |
Dexterity | 51 (base 31) |
Constitution | 33 (base 23) |
Magic | 174 (base 60) |
Willpower | 110 (base 60) |
Cunning | 107 (base 60) |
Resources
Life | -388/732 |
Mana | 602/1062 |
Steam | 100/100 |
Healing Factor | 1.1789294477288 |
Regeneration | 0.2947323619322 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 15 |
Lite | 9 |
Infravision | 3 |
See Stealth | 33 |
See Invisible | 25 |
Offense: Mainhand
Damage | 66 |
Accuracy | 32 |
Crit Chance | 37% |
APR | 8 |
Speed | 1.00 |
Offense: Spell
Spellpower | 86 |
Crit Chance | 68% |
Speed | 1 |
Offense: Mind
Mindpower | 61 |
Crit Chance | 30% |
Speed | 1 |
Offense: Damage Bonus
Acid | +5% |
Blight | +23% |
Arcane | +26% |
Cold | +5% |
All | 0% |
Darkness | +15% |
Light | +16% |
Fire | +5% |
Lightning | +93% |
Offense: Damage Penetration
Lightning | +30% |
Light | +5% |
Temporal | +16% |
Darkness | +18% |
Mind | +20% |
Fire | +25% |
All | 0% |
Defense: Base
Armour (hardiness) | 9 (35.65183292883%) |
Defense | 45 |
Ranged Defense | 45 |
Fatigue | 0 |
Physical Save | 20 |
Spell Save | 58 |
Mental Save | 56 |
Defense: Resistances
Blight | + 24%( 70%) |
Arcane | + 34%( 70%) |
Cold | + 42%( 70%) |
All | + 19%( 70%) |
Lightning | + 70%( 70%) |
Light | + 24%( 70%) |
Temporal | + 39%( 70%) |
Darkness | + 50%( 70%) |
Nature | + 35%( 70%) |
Defense: Immunities
Pinning Resistance | 0% |
Confusion Resistance | 49% |
Silence Resistance | 100% |
Stun Resistance | 47% |
Instadeath Resistance | 100% |
Blind Resistance | 50% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 4 turns and blocking 31 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 4 turns and blocking 61 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 Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 819% 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 Willpower 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 745 damage for 6 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 21 up to 9 times. Its effects scale with your Magic stat. |
Class Talents
Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Spell / Thaumaturgy | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Arcane | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Phantasm | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
Race / Higher | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Steamtech / Physics | 1.00 |
| 3/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 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 |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You failed to protect the injured seer from death by Kirisome. Escort: injured seer (level 7 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Norgos Lair. Escort: lost defiler (level 3 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Dreadfell. Escort: lost tinker (level 2 of Dreadfell)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | 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 talent Track (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
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 Shade. | 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. * The fortress shadow has asked that you come back as soon as possible. * 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: 319. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
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 AlchemistsStire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. 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. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! | 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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You 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 | undeterred pair of drakeskin leather boots of void walking (0 def, 5 armour) undeterred pair of drakeskin leather boots of void walking (0 def, 5 armour)2.0 T5 feet armor [Ego++] Arcane While equipped: dps ---------- Res.pen +18% darkness +16% temporal ----- def ----- Armour +5 Resists +27% darkness +25% temporal Silence- +32% Confus- +39% Stun/Frz- +47% Def/telep +19 Res/telep +16% Dur/telep +24% A pair of boots made of leather. |
Light source | Frigidglory Frigidglory 1.0 T5 lite [Rare] Psionic While equipped: Stats +7 Mag dps ---------- Crit.mult +20.20% Dmg.mod +15% blight +16% light Res.pen +20% mind On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 36 ----- def ----- Resists +9% cold Mind.save +12 (+4 eff.) ---------- misc Max.mana +60.00 Light +9 See.Stealth +33 See.Invis +25 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | thaloren hardened leather cap of blood magic (0 def, 3 armour) thaloren hardened leather cap of blood magic (0 def, 3 armour) 2.0 T3 head armor [Ego++] Arcane/Master While equipped: Stats +6 Mag +9 Wil +0 Cun dps ---------- Spell.crit +1% Dmg.mod +8% blight +8% arcane ----- def ----- Armour +3 Fatigue +3% Resists +7% blight Mind.save +8 (+3 eff.) Silence- +50% A cap made of leather. |
Tool | extending dwarven-steel torque of clear mind [power 2] (25 cooldown) extending dwarven-steel torque of clear mind [power 2] (25 cooldown)2.0 T3 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | Wheel of Fate Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +34% lightning Res.pen +15% lightning +5% light ----- def ----- Resists +50% lightning +6% light 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 | Alynarikor Alynarikor0.1 T5 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +3 Dex +6 Mag +6 Wil +8 Cun dps ---------- Phys.crit +3.0% Crit.mult +20.00% Spell.pwr +9 (+2 eff.) Melee+ 27 physical Ranged+ 28 physical Apr +2 On Hit (Melee): * 17% chance to reduce all saves and defense by 35 On Hit (Ranged): * 18% chance to reduce all saves and defense by 35 ----- def ----- Silence- +36% ---------- misc Mana/turn +0.13 Hate/m.crit +3.00 Max.stam +30.00 Max.hate +14.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
Around waist | spiritwalker's drakeskin leather belt of the giants spiritwalker's drakeskin leather belt of the giants 1.0 T5 belt armor [Ego+] Arcane/Master While equipped: Stats +10 Mag dps ---------- Phys.pwr +8 (+4 eff.) ----- def ----- Fatigue -20% Spell.save +11 (+3 eff.) ---------- misc Max.enc +50 Mana/turn +0.54 Max.mana +38.00 Size +1 A belt that goes around your waist. |
In main hand | Singewhisper the dragonbone magestaff (30-36 power, 6 apr, lightning element) Singewhisper the dragonbone magestaff (30-36 power, 6 apr, lightning element) 5.0 T5 staff 2H weapon [Random Unique] 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: Stats +14 Mag +8 Wil +12 Cun dps ---------- Spell.crit +24% Spell.pwr +23 (+4 eff.) S.pwr/crit +7 Dmg.mod +30% lightning Res.pen +25% fire Melee Ret 4 fire ---------- misc Mana/turn +5.00 Vim/s.crit +4.00 Max.vim +21.00 Talents +1 Command Staff On Spell Hit: 25% Lightning 5 Staves designed for wielders of magic, by the greats of the art. |
On hands | rough leather gloves of magic (+3) (0 def, 1 armour) rough leather gloves of magic (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +1 Unarmed combat: Power 7.5 - 8.2 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% Melee+ +4 arcane On Crit.r2 +5 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | The Calm (15 def, 0 armour) The Calm (15 def, 0 armour) 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Str +10 Dex +20 Mag +18 Wil +16 Cun +10 Con dps ---------- Spell.pwr +20 (+4 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+5 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. |
Cloak | Ethereal Embrace (10 def, 0 armour) Ethereal Embrace (10 def, 0 armour) 2.0 T4 cloak armor [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.crit +6% S.pwr/crit +5 Dmg.mod +15% arcane +15% darkness ----- def ----- Defense +10 (+3 eff.) Resists +12% arcane +20% cold +12% darkness +20% nature Shield.dur +1 Shield.pwr +15% ---------- misc Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Aether Breach: Level 2.8 Pwr.cost 28 out of 28/28. Range 7 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 4 random arcane explosions in the target area. Each explosion does 187.89 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
Around neck | archmage's steel amulet of manastreaming archmage's steel amulet of manastreaming0.1 T2 amulet jewelry [Ego++] Arcane While equipped: Stats +5 Mag dps ---------- Spell.crit +4% Spell.pwr +5 (+1 eff.) S.pwr/crit +4 Dmg.mod +5% acid +5% fire +5% cold +4% lightning ---------- misc Mana/turn +0.14 Max.mana +21.00 Amulets make your neck look great! |
Inventory
healing infusion (heal 44; cd 14) healing infusion (heal 44; cd 14)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 44 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 warrior (die at -262; dur 7; cd 33) heroism infusion of the warrior (die at -262; dur 7; cd 33)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 33 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 -262 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 524 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 Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 418; 16 cd) regeneration infusion (heal 418; 16 cd)0.1 infusion scroll [Normal] 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 418 life over 5 turns. 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 wizard (heal 677; 17 cd) regeneration infusion of the wizard (heal 677; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 677 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
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 warrior (damage 176; dur 4; cd 15) acid wave rune of the warrior (damage 176; dur 4; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 175.56 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 Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune (damage 36; dur 4; cd 21) biting gale rune (damage 36; dur 4; cd 21)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 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 35.70 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the psychic (damage 289; dur 4; cd 20) biting gale rune of the psychic (damage 289; dur 4; cd 20)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 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 288.75 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the sneak (damage 284; dur 4; cd 17) biting gale rune of the sneak (damage 284; dur 4; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 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 283.92 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. |
shatter afflictions rune of the titan (absorb 121; cd 13) shatter afflictions rune of the titan (absorb 121; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd 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 4 turns and blocking 121 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 Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the warrior (absorb 59; cd 15) shatter afflictions rune of the warrior (absorb 59; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd 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 4 turns and blocking 59 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 Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the wizard (absorb 237; cd 21) shatter afflictions rune of the wizard (absorb 237; cd 21)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd 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 4 turns and blocking 237 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the duelist (absorb 392; dur 6; cd 15) shielding rune of the duelist (absorb 392; dur 6; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 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 392 damage for 6 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 warrior (absorb 255; dur 5; cd 18) shielding rune of the warrior (absorb 255; dur 5; 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 255 damage for 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
schematic: Ablative Armour schematic: Ablative Armour0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Acid Groove 3 schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Air Recycler schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Alchemist's Helper schematic: Alchemist's Helper0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Armour Reinforcement 4 schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back Support schematic: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Corrosive Shell 3 schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Edge schematic: Crystal Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fiery Salve 2 schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fireproof Coating 2 schematic: Fireproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Focus Lens 3 schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Frost Salve 2 schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Headlamp 2 schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Incendiary Groove schematic: Incendiary Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Itching Powder 4 schematic: Itching Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Magnetic Shell 4 schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mana Coil 2 schematic: Mana Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Mental Stimulator 3 schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Pain Suppressor Salve 4 schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Poison Groove schematic: Poison Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Power Distributor schematic: Power Distributor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Saw Projector 3 schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Shell 2 schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Touch schematic: Shocking Touch0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver Filigree schematic: Silver Filigree0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunder Grenade schematic: Thunder Grenade0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Unstoppable Force Salve schematic: Unstoppable Force Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Viral Injector 2 schematic: Viral Injector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Needlegun schematic: Viral Needlegun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Voltaic Sentry 4 schematic: Voltaic Sentry0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Shell schematic: Voltaic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water Salve schematic: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Waterproof Coating 2 schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
copper amulet copper amulet0.1 T1 amulet jewelry [Normal] Amulets make your neck look great! |
grounding copper amulet grounding copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% lightning Stun/Frz- +22% Amulets make your neck look great! |
Nimbuswolf the steel amulet Nimbuswolf the steel amulet0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +5 Str +6 Dex +6 Wil +2 Cun dps ---------- Dmg.mod +12% lightning Melee Ret 8 mind 2 lightning ---------- misc Psi/ret +0.04 Max.hate +4.00 Amulets make your neck look great! |
The Black Core The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
The Far-Hand The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 5.2 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (186). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 14). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
stralite amulet 'Zeran' stralite amulet 'Zeran'0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +2 Dex +4 Cun +10 Con dps ---------- Crit.mult +30.00% ----- def ----- Resists +6% acid +4% physical Mind.save +6 (+2 eff.) Amulets make your neck look great! |
Orb of Many Ways Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Gloryrevea the Sunpunish Gloryrevea the Sunpunish0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% fire On Hit (Melee): * 20% chance to reduce all saves and defense by 35 ----- def ----- Fatigue -4% ---------- misc Max.enc +22 Rings make your fingers look great! |
Gunoregosta the Charwilder Gunoregosta the Charwilder0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Cun dps ---------- Mind.crit +2% Dmg.mod +11% cold ----- def ----- Resists +3% fire +22% cold Mind.save +12 (+4 eff.) ---------- misc Hate/m.crit +1.00 Rings make your fingers look great! |
psionicist's copper ring psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+2 eff.) Rings make your fingers look great! |
warrior's copper ring of light (+22%) warrior's copper ring of light (+22%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +11% light ----- def ----- Armour +6 Resists +22% light Rings make your fingers look great! |
wizard's copper ring of clarity wizard's copper ring of clarity0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+1 eff.) Mind.save +6 (+2 eff.) Confus- +22% Rings make your fingers look great! |
wizard's copper ring of tenacity wizard's copper ring of tenacity0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+1 eff.) Max.HP +21.00 Disarm- +21% Pinning- +23% Knockbk- +21% Rings make your fingers look great! |
Scabvile the steel ring Scabvile the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+3 eff.) Res.pen +5% fire ----- def ----- Armour +12 Resists +12% acid +6% nature +6% darkness Mind.save +3 (+1 eff.) Rings make your fingers look great! |
sneakthief's steel ring sneakthief's steel ring0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +6 Cun +5 Dex dps ---------- Acc +6 (+3 eff.) Rings make your fingers look great! |
titan's steel ring of the mountain (+11%) titan's steel ring of the mountain (+11%)0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +11% physical ----- def ----- Resists +11% physical Phys.save +8 (+4 eff.) Rings make your fingers look great! |
Inertial Twine Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+6 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
psionicist's gold ring of sensing psionicist's gold ring of sensing0.1 T3 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+2 eff.) Blind- +20% ---------- misc Infravis +3 See.Stealth +5 See.Invis +8 Rings make your fingers look great! |
Ring of the Dead Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
marksman's stralite ring of luminosity marksman's stralite ring of luminosity0.1 T4 ring jewelry [Ego+] Arcane/Master While equipped: Stats +7 Dex +8 Mag dps ---------- Melee+ 22 light Ranged+ 14 light Dmg.mod +14% light Acc +14 (+7 eff.) Rings make your fingers look great! |
Dimglean (25-30 power, 5 apr, cold element) Dimglean (25-30 power, 5 apr, cold element)5.0 T4 staff 2H weapon [Random Unique] Nature/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 Con dps ---------- Spell.crit +19% Crit.mult +27.00% Spell.pwr +17 (+3 eff.) Dmg.mod +9% darkness +25% cold Res.pen +15% darkness ----- def ----- Spell.save +3 (+1 eff.) HP.reg +0.90 Heal.mod +16% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Galequencher (25-30 power, 5 apr, fire element) Galequencher (25-30 power, 5 apr, fire element)5.0 T4 staff 2H weapon [Rare] 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 +10 Mag +11 Wil dps ---------- Spell.crit +4% Spell.pwr +22 (+4 eff.) Dmg.mod +15% lightning +25% fire Res.pen +15% lightning +15% fire ---------- misc Max.mana +90.00 Light +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
bloodlich's elven-wood magestaff of the prodigy (25-30 power, 5 apr, lightning element) bloodlich's elven-wood magestaff of the prodigy (25-30 power, 5 apr, lightning element)5.0 T4 staff 2H weapon [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 +17 Mag +9 Wil +17 Cun +2 Con dps ---------- Spell.crit +4% Crit.mult +19.00% Spell.pwr +12 (+2 eff.) S.pwr/crit +7 Dmg.mod +25% lightning ---------- misc N.En/turn +0.20 Vim/s.crit +5.00 Max.vim +20.00 Max.N.En +28.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Bisus the dragonbone magestaff (30-36 power, 6 apr, lightning element) Bisus the dragonbone magestaff (30-36 power, 6 apr, lightning element)5.0 T5 staff 2H weapon [Random Unique] 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: Stats +4 Mag +4 Wil dps ---------- Spell.crit +5% Crit.mult +5.00% Spell.pwr +27 (+5 eff.) Dmg.mod +30% lightning +3% physical Res.pen +15% physical ----- def ----- Armour +12 Defense +30 (+10 eff.) Anom.red +10 ---------- misc Mana/turn +0.10 Max.mana +163.00 Wards +3 lightning Talents +5 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Daimerehor (30-36 power, 6 apr, darkness element) Daimerehor (30-36 power, 6 apr, darkness element)5.0 T5 staff 2H weapon [Random Unique] Arcane/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: Stats +3 Con dps ---------- Phys.crit +10.0% Spell.crit +11% Crit.mult +15.00% Spell.pwr +24 (+5 eff.) Melee+ 31 arcane Dmg.mod +30% darkness +6% mind Res.pen +10% mind ---------- misc Equi/ret +0.08 Max.mana +81.00 Max.hate +6.00 Talents +1 Command Staff On Spell Hit: 10% Curse of Impotence 2 Staves designed for wielders of magic, by the greats of the art. |
ethereal dragonbone starstaff of greater warding (30-36 power, 6 apr, darkness element) ethereal dragonbone starstaff of greater warding (30-36 power, 6 apr, darkness element)5.0 T5 staff 2H weapon [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 +23 (+4 eff.) Dmg.mod +30% darkness Phasing +24% ----- def ----- Armour +11 Defense +29 (+10 eff.) Shield.pwr +9% ---------- misc Wards +3 darkness Talents +4 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
imbued dragonbone magestaff of warding (30-36 power, 6 apr, lightning element) imbued dragonbone magestaff of warding (30-36 power, 6 apr, lightning element)5.0 T5 staff 2H weapon [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 (+3 eff.) Dmg.mod +30% lightning ----- def ----- Armour +7 Defense +6 (+2 eff.) ---------- misc Wards +2 lightning Talents +4 Ward +1 Command Staff On Spell Hit: 10% Lightning 5 Staves designed for wielders of magic, by the greats of the art. |
magelord's dragonbone magestaff of wizardry (30-36 power, 6 apr, lightning element) magelord's dragonbone magestaff of wizardry (30-36 power, 6 apr, lightning element)5.0 T5 staff 2H weapon [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: Stats +3 Mag +3 Wil dps ---------- Phys.crit +10.0% Spell.crit +5% Spell.pwr +35 (+7 eff.) Melee+ 30 arcane Dmg.mod +30% lightning ---------- misc Max.mana +154.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
truestriking dwarven-steel mace of enduring (28-40 power, 4 apr) truestriking dwarven-steel mace of enduring (28-40 power, 4 apr)3.0 T3 mace 1H weapon [Ego++] Nature/Master Power 28.5 - 39.9 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: Stats +7 Con +6 Wil dps ---------- Res.pen +7% physical Acc +13 (+6 eff.) Apr +8 ----- def ----- Max.HP +57.00 Blunt and deadly. |
Spellblaze Shard (20-26 power, 10 apr) Spellblaze Shard (20-26 power, 10 apr)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 ----- Resists +10% blight +10% fire ---------- 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. |
Shantiz the Stormblade (15-20 power, 20 apr) Shantiz the Stormblade (15-20 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Eye of the Wyrm (16-18 power, 24 apr, physical damage) Eye of the Wyrm (16-18 power, 24 apr, physical damage)3.0 T4 mindstar 1H weapon [Unique] Nature Power 16.0 - 17.6 Physical Uses 50% Wil, 20% Str, 10% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +2.5% Atk.spd 100% Dmg.conv 20% acid 20% physical 20% fire 20% cold 20% lightning While equipped: dps ---------- Phys.crit +5.0% Mind.crit +5% Phys.pwr +10 (+5 eff.) Mind.pwr +10 (+3 eff.) Dmg.mod +12% lightning +12% physical +12% cold +12% fire +12% acid ----- def ----- Resists +10% acid +10% physical +10% cold +10% fire +10% lightning ---------- misc Masteries +0.30 Wild-gift/Venom drake aspect +0.30 Wild-gift/Cold drake aspect +0.30 Wild-gift/Fire drake aspect +0.30 Wild-gift/Storm drake aspect +0.30 Wild-gift/Sand drake aspect The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. Ice Breath: Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe ice in a frontal cone of radius 8. Any target caught in the area will take 128.92 cold damage and be frozen for 3 turns. The damage will increase with your Strength, the critical chance is based on your Mental crit rate, and the Freeze apply power is based on your Mindpower. Each point in cold drake talents also increases your cold resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
dreamer's pulsing mindstar of storms (12-13 power, 32 apr, mind damage) dreamer's pulsing mindstar of storms (12-13 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego++] Nature/Psionic Power 12.0 - 13.2 Mind 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: Stats +4 Str +1 Dex +3 Mag +5 Wil +3 Cun +3 Con dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Melee+ 8 lightning Dmg.mod +8% lightning Res.pen +12% lightning ----- def ----- Resists +17% mind +12% lightning Mind.save +4 (+2 eff.) ---------- misc Psi/turn +0.70 Max.psi +27.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Bleakflash (40-61 power, 9 apr) Bleakflash (40-61 power, 9 apr)3.0 T5 steamsaw 1H weapon Reqs Str 48 [Rare] Master/Steamtech Power 40.5 - 60.8 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +9.0% Atk.spd 100% Block +93 Melee+ +20 darkness Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Dmg.mod +12% fire Apr +4 ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Resists +5% arcane +30% cold ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
linen robe of protection (2 def, 3 armour) linen robe of protection (2 def, 3 armour)2.0 T1 cloth armor [Ego] Master While equipped: ----- def ----- Armour +3 Defense +2 (+1 eff.) Resists +7% all Phys.save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Xeroth the woollen robe (0 def, 0 armour) Xeroth the woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Rare] Nature While equipped: Stats +6 Str +3 Dex +5 Mag +8 Wil dps ---------- Dmg.mod +7% lightning +11% physical +9% cold ----- def ----- Resists +7% lightning +7% cold +20% blight +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
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 (+3 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 3.0 Pwr.cost 15 out of 20/20. Range 7 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 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
stormwoven silk robe of lightning (+26%) (0 def, 0 armour) stormwoven silk robe of lightning (+26%) (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Nature While equipped: Stats +6 Str +0 Dex +6 Mag +5 Wil +0 Cun +0 Con dps ---------- Dmg.mod +27% lightning +17% physical +10% cold ----- def ----- Resists +26% lightning +6% cold +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven elven-silk robe of nature (+9%) (0 def, 0 armour) stormwoven elven-silk robe of nature (+9%) (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Nature While equipped: Stats +6 Str +6 Mag +6 Wil dps ---------- Dmg.mod +22% lightning +20% physical +27% nature +24% cold ----- def ----- Resists +9% lightning +11% cold +40% nature +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
enlightening voratun plate armour of cold resistance (0 def, 16 armour) enlightening voratun plate armour of cold resistance (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training Str 60 [Ego+] Master/Psionic While equipped: Stats +6 Cun +6 Wil ----- def ----- Armour +16 Fatigue +22% Resists +23% cold Mind.save +21 (+6 eff.) A suit of armour made of metal plates. |
voratun plate armour (0 def, 16 armour) voratun plate armour (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training Str 60 [Normal] While equipped: ----- def ----- Armour +16 Fatigue +22% A suit of armour made of metal plates. |
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 'Shockdare' rough leather belt 'Shockdare'1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% lightning +9% acid ----- def ----- Resists +3% lightning +5% fire +9% acid +6% cold A belt that goes around your waist. |
hardened leather belt 'Duskpierce' hardened leather belt 'Duskpierce'1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Dex +2 Wil +4 Cun dps ---------- Phys.crit +10.0% Mind.crit +8% ----- def ----- Resists +6% darkness Mind.save +18 (+6 eff.) ---------- misc Equi/ret +0.16 Hate/m.crit +3.00 A belt that goes around your waist. |
skylord's hardened leather belt of recklessness skylord's hardened leather belt of recklessness1.0 T3 belt armor [Ego++] Nature/Master While equipped: Stats +5 Str +5 Dex +5 Wil +4 Cun dps ---------- Phys.crit +4.0% Crit.mult +9.00% Phys.pwr +4 (+2 eff.) ----- def ----- Phys.save +13 (+6 eff.) Spell.save +13 (+4 eff.) Mind.save +15 (+5 eff.) A belt that goes around your waist. |
Belotira the Icebrand (1 def, 0 armour) Belotira the Icebrand (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Phys.crit +1.0% Dmg.mod +9% cold Apr +3 ----- def ----- Defense +1 (+0 eff.) Resists +9% cold 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. |
Galedumnir (1 def, 0 armour) Galedumnir (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Mag dps ---------- Spell.crit +4% ----- def ----- Defense +1 (+0 eff.) Spell.save +15 (+4 eff.) Max.HP +33.00 ---------- misc Max.mana +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Quenchreign (1 def, 0 armour) Quenchreign (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Con dps ---------- Dmg.mod +9% cold ----- def ----- Defense +1 (+0 eff.) Resists +3% acid +9% fire +3% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
kruk cloak of protection (0 def, 0 armour) kruk cloak of protection (0 def, 0 armour)2.0 T1 cloak armor [Cosmetic Item] Arcane While equipped: ----- def ----- Spell.save +5 (+2 eff.) Mind.save +6 (+2 eff.) A stylish kruk-style cloak, to look awesome. |
linen cloak 'Aroda' (1 def, 0 armour) linen cloak 'Aroda' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +3 Mag dps ---------- Phys.pwr +15 (+7 eff.) Acc +10 (+5 eff.) Apr +2 ----- def ----- Defense +1 (+0 eff.) Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of Iron Throne (1 def, 0 armour) linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Str +1 Con ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wind's Whisper (4 def, 0 armour) Wind's Whisper (4 def, 0 armour)2.0 T3 cloak armor [Unique] Arcane While equipped: Stats +3 Dex ----- def ----- Defense +4 (+1 eff.) Resists +0% nature +0% cold Proj.evade +25% Proj.slow +20% Silence- +30% Evasion: (Instant) Level 2.0 Pwr.cost 50 out of 50/50. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 26% chance to evade melee and ranged attacks and 17 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
cashmere cloak 'Cloudstake' (2 def, 0 armour) cashmere cloak 'Cloudstake' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Arcane While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +15% lightning +9% physical Res.pen +25% darkness Apr +2 Melee Ret 4 physical ----- def ----- Defense +2 (+1 eff.) Resists +18% lightning +0% cold +0% nature Spell.save +10 (+3 eff.) Mind.save +11 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Raventide the pair of rough leather boots (0 def, 1 armour) Raventide the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Cun +2 Dex dps ---------- Dmg.mod +6% nature +3% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 29% ----- def ----- Armour +1 Resists +6% darkness +3% mind Disengage: Puts all charms on 15 cooldown Level 1.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 2 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 100% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
pair of rough leather boots of phasing (0 def, 1 armour) pair of rough leather boots of phasing (0 def, 1 armour)2.0 T1 feet armor [Ego+] Arcane While equipped: Stats +2 Mag +2 Wil ----- def ----- Armour +1 Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown A pair of boots made of leather. |
The Black Boots (2 def, 1 armour) The Black Boots (2 def, 1 armour)2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
blightbringer's pair of hardened leather boots (0 def, 3 armour) blightbringer's pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Ego+] Arcane While equipped: Stats +5 Mag dps ---------- Spell.pwr +6 (+1 eff.) Dmg.mod +6% acid +8% blight ----- def ----- Armour +3 Disease- +26% A pair of boots made of leather. |
Glowclamor the pair of drakeskin leather boots (15 def, 5 armour) Glowclamor the pair of drakeskin leather boots (15 def, 5 armour)2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: dps ---------- Res.pen +5% light Melee Ret 4 temporal ----- def ----- Armour +5 Defense +15 (+5 eff.) Resists +14% fire +18% light +15% cold Silence- +44% Confus- +50% Stun/Frz- +44% Evasion: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 30% chance to evade melee and ranged attacks and 28 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
pair of drakeskin leather boots 'Layorialaith' (11 def, 5 armour) pair of drakeskin leather boots 'Layorialaith' (11 def, 5 armour)2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +5 Dex dps ---------- Spell.pwr +9 (+2 eff.) Dmg.mod +6% arcane Res.pen +15% arcane Melee Ret 6 arcane ----- def ----- Armour +5 Defense +11 (+4 eff.) Resists +6% blight +11% fire +5% arcane +10% cold A pair of boots made of leather. |
pair of voratun boots of force (0 def, 5 armour) pair of voratun boots of force (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego+] Arcane/Master/Psionic While equipped: dps ---------- Phys.pwr +6 (+3 eff.) Spell.pwr +12 (+2 eff.) Mind.pwr +11 (+3 eff.) ----- def ----- Armour +5 Fatigue +4% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
hardened leather gloves 'Sleetkin' (0 def, 2 armour) hardened leather gloves 'Sleetkin' (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Str dps ---------- Phys.pwr +11 (+5 eff.) Dmg.mod +18% darkness +15% cold Melee Ret 6 cold ----- def ----- Armour +2 Resists +6% fire +5% arcane +6% nature Unarmed combat: Power 21.0 - 23.1 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Eastern Wood Hat (15 def, 0 armour) Eastern Wood Hat (15 def, 0 armour)2.0 T5 head armor [Unique] Master While equipped: Stats +12 Cun +18 Dex dps ---------- Phys.crit +10.0% Steam.crit +15% Dmg.mod +10% physical Res.pen +15% physical Acc +40 (+15 eff.) Apr +15 ----- def ----- Defense +15 (+5 eff.) Blind- +100% ---------- misc Masteries +0.20 Steamtech/Gunslinging +0.20 Steamtech/Bullets mastery This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
Blazedream the rough leather cap (0 def, 1 armour) Blazedream the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +5 Str +3 Dex +1 Mag dps ---------- Dmg.mod +3% fire Melee Ret 2 fire ----- def ----- Armour +1 Fatigue +1% ---------- misc See.Invis +3 A cap made of leather. |
Eilinorikira the Galebringer (1 def, 0 armour) Eilinorikira the Galebringer (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% nature Acc +20 (+9 eff.) ----- def ----- Defense +1 (+0 eff.) Resists +16% nature +3% lightning Phys.save +3 (+1 eff.) Spell.save +6 (+2 eff.) Stun/Frz- +10% A pointy cloth hat, very wizardly... |
Samykhad the Tempestspitter (5 def, 1 armour) Samykhad the Tempestspitter (5 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Res.pen +5% lightning Apr +5 ----- def ----- Armour +1 Defense +5 (+2 eff.) Fatigue +1% Resists +3% cold Stun/Frz- +20% Teleport- +20% A cap made of leather. |
grounding rough leather cap of strength (+2) (0 def, 1 armour) grounding rough leather cap of strength (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +2 Str ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +6% temporal A cap made of leather. |
rough leather cap 'Polobeth' (0 def, 1 armour) rough leather cap 'Polobeth' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Res.pen +5% acid +5% temporal Apr +4 On Hit (Melee): * 20% chance to reduce armor by 46% ----- def ----- Armour +1 Fatigue +1% Resists +3% acid +6% temporal A cap made of leather. |
Betadhetta the hardened leather cap (0 def, 7 armour) Betadhetta the hardened leather cap (0 def, 7 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +7 Str ----- def ----- Armour +7 Fatigue +3% Resists +12% blight +4% physical +5% arcane +9% light Def/telep +15 Res/telep +15% Dur/telep +15% A cap made of leather. |
Hat of Arcane Understanding (2 def, 0 armour) Hat of Arcane Understanding (2 def, 0 armour)2.0 T3 head armor [Unique] Arcane Only supremacy of the arcane can release its full power. While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +20% arcane ---------- misc Mana/turn +2.00 Cooldown Disruption Shield -10 Masteries +0.20 Spell/Meta A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
5 agate 5 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. |
7 spinel 7 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. |
3 ametrine 3 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. |
3 citrine 3 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. |
4 zircon 4 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. |
3 opal 3 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. |
10 topaz 10 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 amethyst 9 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. |
5 onyx 5 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. |
lapis lazuli lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 emerald 4 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. |
4 garnet 4 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. |
2 sapphire 2 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 jade 6 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. |
3 turquoise 3 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+5 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ruby 6 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. |
5 amber 5 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. |
5 bloodstone 5 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. |
11 fire opal 11 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
10 diamond 10 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 moonstone 11 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
14 pearl 14 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all 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. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified Wood Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
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. |
988 alchemist agate 988 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. |
78 alchemist bloodstone 78 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
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.(157 power, based on Willpower). Uses 10 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. |
Light of Revelation Light of Revelation2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
Void Star Void Star1.0 T2 lite [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Dmg.mod +6% acid +6% fire +6% cold +6% arcane +6% lightning ---------- misc Light +2 Echoes From The Void: Level 2.0 Pwr.cost 70 out of 70/70. Range 10 Travel.spd instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 50.23 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
Poroth the Prismmoon Poroth the Prismmoon1.0 T3 lite [Rare] Psionic While equipped: Stats +3 Dex +4 Wil dps ---------- Phys.crit +2.0% Dmg.mod +12% light +6% darkness +5% mind Res.pen +10% light ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Eldritch Pearl Eldritch Pearl0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+6 eff.) Spell.pwr +12 (+2 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 5.2 Pwr.cost 80 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 5, doing 49.65 cold damage and 47.28 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 8 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Automated Portable Extractor Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
stralite back support stralite back support0.0 T4 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Fatigue -16% ---------- misc Max.enc +40 Tinkers can be attached to normal items to improve them with steam power! |
stralite crystal plating stralite crystal plating0.0 T4 steamtech tinker [Normal] Steamtech Attachable to body When attached: Stats +8 Str +8 Dex +8 Mag +8 Wil +8 Cun +8 Con Tinkers can be attached to normal items to improve them with steam power! |
great air recycler great air recycler0.0 T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +40% Returns 4 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
stralite mental stimulator stralite mental stimulator0.0 T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +8 Cun ----- def ----- Mind.save +12 (+4 eff.) Tinkers can be attached to normal items to improve them with steam power! |
mastercraft mana coil mastercraft mana coil0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon/staff When attached: ---------- misc Mana/turn +4.00 Mana regeneration, on spell hit 25% chances to cast lightning. Tinkers can be attached to normal items to improve them with steam power! |
Beliyann (dig speed 6 turns) Beliyann (dig speed 6 turns)3.0 T3 digger tool [Random Unique] Master/Psionic While equipped: Stats +2 Str +1 Dex +1 Wil dps ---------- Dmg.mod +6% mind +9% fire Res.pen +15% physical Acc +5 (+2 eff.) ----- def ----- Armour +4 Crit.dmg- 15.00% Mind.save +10 (+4 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Demonic Orb of Many Ways Demonic Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
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 Destruction (Orb of Command) Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying 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. |
Gwai's Burninator Gwai's Burninator2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 680.40 fire damage (based on Magic). Uses 50 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
supercharged iron torque of gale force [power 130] (19 cooldown) supercharged iron torque of gale force [power 130] (19 cooldown)2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 130 physical damage Puts all charms on 19 cooldown Torques are made by powerful psionics to store psionic powers. |
Lightninglace the elm totem of thorny skin [power 16] (20 cooldown) Lightninglace the elm totem of thorny skin [power 16] (20 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +15% lightning ----- def ----- Resists +6% blight +3% fire +12% nature +6% light Harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
elm totem of healing [power 116] (15 cooldown) elm totem of healing [power 116] (15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
elm totem of summon tentacle [power 100] (25 cooldown) elm totem of summon tentacle [power 100] (25 cooldown)2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 200 Base Damage: 104 Armor: 0 All Resist: 5 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
Honeywood Chalice Honeywood Chalice2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+5 eff.) HP.reg +0.15 Heal.mod +10% ---------- misc Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
soothing dragonbone totem of healing [power 530] (15 cooldown) soothing dragonbone totem of healing [power 530] (15 cooldown)2.0 T5 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 530 Puts all charms on 15 cooldown 100% to heal for 82. Natural totems are made by powerful wilders to store nature power. |
Forbidden Tome: "A View From The Gallery" Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "Home, Horrific Home" Forbidden Tome: "Home, Horrific Home"2.0 T5 forbidden tome [Unique] Unknown Read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
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? |
Achievements
By Kirisome the Higher Archmage level 25
2nd Decay 122nd year of Ascendancy at 14:58 see stats
By Kirisome the Higher Archmage level 35
14th Dusk 123rd year of Ascendancy at 17:42 see stats
By Kirisome the Higher Archmage level 48
77th Regrowth 124th year of Ascendancy at 21:33 see stats
By Kirisome the Higher Archmage level 35
11st Dusk 123rd year of Ascendancy at 13:57 see stats
By Kirisome the Higher Archmage level 30
56th Pyre 123rd year of Ascendancy at 01:20 see stats
By Kirisome the Higher Archmage level 44
20th Regrowth 124th year of Ascendancy at 22:16 see stats
By Kirisome the Higher Archmage level 50
52nd Pyre 124th year of Ascendancy at 23:14 see stats
By Kirisome the Higher Archmage level 38
31st Dusk 123rd year of Ascendancy at 09:51 see stats
By Kirisome the Higher Archmage level 25
1st Decay 122nd year of Ascendancy at 10:52 see stats
By Kirisome the Higher Archmage level 16
29th Dusk 122nd year of Ascendancy at 02:48 see stats
By Kirisome the Higher Archmage level 45
30th Regrowth 124th year of Ascendancy at 19:22 see stats
By Kirisome the Higher Archmage level 36
24th Dusk 123rd year of Ascendancy at 06:38 see stats
By Kirisome the Higher Archmage level 40
65th Haze 123rd year of Ascendancy at 21:07 see stats
By Kirisome the Higher Archmage level 29
37th Pyre 123rd year of Ascendancy at 12:56 see stats
By Kirisome the Higher Archmage level 22
19th Haze 122nd year of Ascendancy at 03:27 see stats
By Kirisome the Higher Archmage level 34
2nd Dusk 123rd year of Ascendancy at 12:59 see stats
By Kirisome the Higher Archmage level 50
51st Pyre 124th year of Ascendancy at 11:41 see stats
By Kirisome the Higher Archmage level 45
30th Regrowth 124th year of Ascendancy at 21:41 see stats
By Kirisome the Higher Archmage level 28
74th Regrowth 123rd year of Ascendancy at 07:08 see stats
By Kirisome the Higher Archmage level 30
44th Pyre 123rd year of Ascendancy at 11:16 see stats
By Kirisome the Higher Archmage level 10
6th Mirth 122nd year of Ascendancy at 19:50 see stats
By Kirisome the Higher Archmage level 20
6th Haze 122nd year of Ascendancy at 01:37 see stats
By Kirisome the Higher Archmage level 30
37th Pyre 123rd year of Ascendancy at 17:16 see stats
By Kirisome the Higher Archmage level 40
49th Haze 123rd year of Ascendancy at 19:01 see stats
By Kirisome the Higher Archmage level 50
38th Pyre 124th year of Ascendancy at 06:10 see stats
By Kirisome the Higher Archmage level 3
75th Pyre 122nd year of Ascendancy at 09:40 see stats
By Kirisome the Higher Archmage level 50
72nd Pyre 124th year of Ascendancy at 06:25 see stats
By Kirisome the Higher Archmage level 23
39th Haze 122nd year of Ascendancy at 01:56 see stats
By Kirisome the Higher Archmage level 31
64th Pyre 123rd year of Ascendancy at 18:16 see stats
By Kirisome the Higher Archmage level 21
8th Haze 122nd year of Ascendancy at 12:48 see stats
By Kirisome the Higher Archmage level 37
24th Dusk 123rd year of Ascendancy at 08:51 see stats
By Kirisome the Higher Archmage level 48
77th Regrowth 124th year of Ascendancy at 21:33 see stats
By Kirisome the Higher Archmage level 11
3rd Summertide 122nd year of Ascendancy at 10:45 see stats
By Kirisome the Higher Archmage level 48
77th Regrowth 124th year of Ascendancy at 21:33 see stats
By Kirisome the Higher Archmage level 28
19th Pyre 123rd year of Ascendancy at 09:31 see stats
By Kirisome the Higher Archmage level 39
32nd Haze 123rd year of Ascendancy at 15:12 see stats
By Kirisome the Higher Archmage level 25
7th Decay 122nd year of Ascendancy at 01:56 see stats
By Kirisome the Higher Archmage level 18
70th Dusk 122nd year of Ascendancy at 09:07 see stats
By Kirisome the Higher Archmage level 50
52nd Pyre 124th year of Ascendancy at 17:59 see stats
By Kirisome the Higher Archmage level 34
10th Dusk 123rd year of Ascendancy at 05:10 see stats
By Kirisome the Higher Archmage level 50
52nd Pyre 124th year of Ascendancy at 00:54 see stats
Log
Kirisome slows down.
Kirisome misses Xiriakira the ultimate faeros.
Kirisome casts Lightning.
Kirisome's spell attains critical power!
You collect a new ingredient: pouch of faeros ash (1).
You collect a new ingredient: pouch of faeros ash (1).
Kirisome casts Chain Lightning.
Kirisome's spell attains critical power!
Kirisome's spell attains critical power!
Kirisome's spell attains critical power!
Thunderstorm hits Fire drake hatchling for 201 lightning damage.
Thunderstorm hits Faeros for 982 lightning damage.
Thunderstorm hits Xiriakira the ultimate faeros for 167 lightning damage.
Thunderstorm hits Faeros for 111 lightning, 895 lightning (1006 total damage).
Thunderstorm killed Faeros!
Thunderstorm killed Faeros!
Xiriakira the ultimate faeros uses Evasion.
Xiriakira the ultimate faeros tries to evade attacks.
Xiriakira the ultimate faeros uses Perfect Strike.
Xiriakira the ultimate faeros aims carefully.
Xiriakira the ultimate faeros uses Dual Strike.
Xiriakira the ultimate faeros performs a melee critical strike against Kirisome!
Kirisome resists the stunning strike!
Xiriakira the ultimate faeros performs a melee critical strike against Kirisome!
Xiriakira the ultimate faeros hits Kirisome for 250 physical, (9 ignored), 0 fire, (62 ignored), 0 fire, 349 physical (599 total damage).
Melee retaliation hits Xiriakira the ultimate faeros for 2 fire, 2 fire (3 total damage).
Kirisome the level 50 higher archmage was disembowelled to death by Xiriakira the ultimate faeros on level 1 of Charred Scar.
You carry too much--you are encumbered!
Drop some of your items.
The furious lightning storm around Kirisome calms down and disappears.