Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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. |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Cornac |
Class | Arcane Blade |
Level / Exp | 28 / 38% |
Size | medium |
Lifes / Deaths | Killed by Liseyalle the venom drake hatchling at level 9 on the 3rd Summertide 122nd year of Ascendancy at 10:13 0 / 8Killed by Gloroyakira the storm drake hatchling at level 21 on the 71st Haze 122nd year of Ascendancy at 03:58 Killed by elven cultist at level 25 on the 70th Regrowth 123rd year of Ascendancy at 08:26 Killed by Urkis, the High Tempest at level 26 on the 7th Pyre 123rd year of Ascendancy at 07:40 Killed by Grand Corruptor at level 27 on the 21st Pyre 123rd year of Ascendancy at 18:16 Killed by Glemina the master vampire at level 27 on the 24th Pyre 123rd year of Ascendancy at 15:19 Killed by Glemina the master vampire at level 27 on the 24th Pyre 123rd year of Ascendancy at 16:35 Killed by skeleton warrior at level 28 on the 25th Pyre 123rd year of Ascendancy at 20:14 |
Primary Stats
Strength | 47 (base 13) |
Dexterity | 31 (base 10) |
Constitution | 49 (base 37) |
Magic | 103 (base 60) |
Willpower | 23 (base 10) |
Cunning | 52 (base 26) |
Resources
Life | -84/952 |
Mana | 114/361 |
Stamina | 176/214 |
Healing Factor | 1.5832873839944 |
Regeneration | 8.3122587659708 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +29.999999999998% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 34.182604915697 |
See Invisible | 37.182604915697 |
Offense: Mainhand
Damage | 65 |
Accuracy | 40 |
Crit Chance | 30% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 65 |
Crit Chance | 22% |
Speed | 1 |
Offense: Mind
Mindpower | 33 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +6% |
Mind | +10% |
All | 0% |
Lightning | +68% |
Light | +9% |
Physical | +10% |
Darkness | +12% |
Cold | +26% |
Fire | +3% |
Nature | +21% |
Offense: Damage Penetration
Lightning | +10% |
Defense: Base
Armour (hardiness) | 9 (35.65183292883%) |
Defense | 29 |
Ranged Defense | 29 |
Fatigue | 0 |
Physical Save | 44 |
Spell Save | 37 |
Mental Save | 40 |
Defense: Resistances
Blight | + 26%( 70%) |
Cold | + 60%( 70%) |
All | + 19%( 70%) |
Darkness | + 41%( 70%) |
Light | + 34%( 70%) |
Lightning | + 42%( 70%) |
Mind | + 24%( 70%) |
Fire | + 34%( 70%) |
Nature | + 47%( 70%) |
Defense: Immunities
Pinning Resistance | 56% |
Confusion Resistance | 10% |
Disarm Resistance | 43% |
Knockback Resistance | 73% |
Instadeath Resistance | 100% |
Blind Resistance | 10% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 553% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (0 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
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 554 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Magical combat | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
Quests
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 grave | active |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the injured seer from death by giant spider. Escort: injured seer (level 4 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 6 of Dreadfell. Escort: lost defiler (level 6 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 Old Forest. Escort: lost tinker (level 2 of Old Forest)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved Strength by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 165. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed ice wyrm tooth. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed length of troll intestine. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | 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! | active |
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 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 |
Equipment
On feet | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | Flashveil the alchemist's lamp Flashveil the alchemist's lamp1.0 T3 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +15% lightning +9% light +9% nature Melee Ret 6 light ----- def ----- Resists +3% light +3% lightning Phys.save +8 (+3 eff.) Heal.mod +13% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | stabilizing hardened leather cap of fortune (0 def, 3 armour) stabilizing hardened leather cap of fortune (0 def, 3 armour)2.0 T3 head armor [Ego+] Nature/Master While equipped: Stats +5 Lck dps ---------- Phys.crit +4.0% Spell.crit +4% Mind.crit +3% ----- def ----- Armour +3 Fatigue +3% Phys.save +16 (+6 eff.) A cap made of leather. |
Tool | The Jolt The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
On fingers | Wheel of Fate Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +2 Wil dps ---------- Mind.pwr +10 (+5 eff.) ----- def ----- Resists +6% light Phys.save +9 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +12 (+4 eff.) Max.HP +82.00 Blind- +10% Disarm- +23% Pinning- +25% Knockbk- +28% 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 | gold ring 'Suntrail' gold ring 'Suntrail'0.1 T3 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: dps ---------- Dmg.mod +12% nature +12% darkness Melee Ret 6 light ----- def ----- Resists +9% light +6% cold +24% nature +24% darkness Max.HP +34.00 Disarm- +20% Pinning- +31% Knockbk- +25% ---------- misc Light +3 Rings make your fingers look great! |
Around waist | rough leather belt 'Tempestwither' rough leather belt 'Tempestwither'1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +15% lightning On Hit (Melee): * 10% chance to reduce armor by 40% ----- def ----- Resists +6% fire +6% cold A belt that goes around your waist. |
In main hand | magelord's yew magestaff of breaching (20-24 power, 4 apr, lightning element) magelord's yew magestaff of breaching (20-24 power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Ego++] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Spell.crit +3% Spell.pwr +15 (+4 eff.) Melee+ 21 arcane Dmg.mod +20% lightning Res.pen +10% lightning ---------- misc Max.mana +34.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | Vorana (0 def, 2 armour) Vorana (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +6% arcane Acc +19 (+6 eff.) ----- def ----- Armour +2 Resists +6% mind Mind.save +6 (+2 eff.) Die.at -60.00 life Max.HP +40.00 Knockbk- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | stormwoven cashmere robe of life (0 def, 0 armour) stormwoven cashmere robe of life (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Nature While equipped: Stats +6 Str +6 Mag +6 Wil dps ---------- Dmg.mod +8% lightning +10% physical +11% cold ----- def ----- Resists +10% lightning +8% cold +9% blight +11% all Max.HP +62.00 HP.reg +3.00 Heal.mod +18% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Shocktooth the linen cloak (1 def, 0 armour) Shocktooth the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +1 Mag +1 Wil dps ---------- Dmg.mod +3% fire ----- def ----- Defense +1 (+0 eff.) Resists +15% lightning +3% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Lisawe the steel amulet Lisawe the steel amulet0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +1 Str +4 Dex +3 Mag +3 Cun +7 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -4% Resists +13% fire +11% cold HP.reg +2.00 ---------- misc Stam/turn +0.30 Infravis +3 See.Invis +3 Amulets make your neck look great! |
Inventory
movement infusion of the wizard (speed 903%; cd 12) movement infusion of the wizard (speed 903%; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 903% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
shatter afflictions rune of the duelist (absorb 51; cd 21) shatter afflictions rune of the duelist (absorb 51; cd 21)0.1 rune scroll [Ego] 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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 51 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. 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 warrior (absorb 86; cd 20) shatter afflictions rune of the warrior (absorb 86; 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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 86 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. |
shielding rune of the sneak (absorb 281; dur 4; cd 16) shielding rune of the sneak (absorb 281; dur 4; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 281 damage for 4 turns. 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. Press to compare to your current inscriptions |
Withering Orbs Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper ring of pilfering copper ring of pilfering0.1 T1 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +7 (+2 eff.) Apr +8 ----- def ----- Defense +8 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
copper ring of power copper ring of power0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +6 (+3 eff.) Rings make your fingers look great! |
solipsist's steel ring of power solipsist's steel ring of power0.1 T2 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +7 (+2 eff.) Mind.pwr +13 (+6 eff.) Rings make your fingers look great! |
cruel elm magestaff of fate (10-12 power, 2 apr, lightning element) cruel elm magestaff of fate (10-12 power, 2 apr, lightning element)5.0 T1 staff 2H weapon [Ego] Arcane/Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Crit.mult +11.00% Spell.pwr +3 (+1 eff.) Dmg.mod +10% lightning ----- def ----- Phys.save +7 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Veluldatta the Dourbutcher (15-18 power, 3 apr, lightning element) Veluldatta the Dourbutcher (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Rare] Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% lightning Res.pen +10% light On Hit (Melee): * 10% chance to reduce damage dealt by 18% ----- def ----- Defense +7 (+3 eff.) Resists +3% blight Teleport- +10% ---------- misc Max.P.En +15.00 Max.N.En +15.00 Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 133.96 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
infernal ash magestaff of protection (15-18 power, 3 apr, lightning element) infernal ash magestaff of protection (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Ego++] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Crit.mult +16.00% Spell.pwr +10 (+3 eff.) Melee+ 17 fire Dmg.mod +15% lightning ----- def ----- Resists +8% lightning ---------- misc See.Invis +9 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent ash magestaff of fate (17-20 power, 3 apr, lightning element) potent ash magestaff of fate (17-20 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Ego] Arcane Power 17.0 - 20.4 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +9 (+2 eff.) Dmg.mod +17% lightning ----- def ----- Phys.save +7 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +5 (+1 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Earamarak (27-40 power, 2 apr) Earamarak (27-40 power, 2 apr)5.0 T2 greatmaul 2H weapon [Rare] Master Power 27.0 - 40.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +12 mind While equipped: Stats +2 Cun dps ---------- Dmg.mod +24% temporal Res.pen +13% physical Acc +12 (+4 eff.) Apr +13 ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Psi/ret +0.12 Hate/m.crit +4.00 Massive two-handed mauls. |
hateful iron greatsword of erosion (16-26 power, 1 apr) hateful iron greatsword of erosion (16-26 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Nature/Psionic Power 16.5 - 26.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +7 darkness +9 nature Against +9% Living Massive two-handed swords. |
iron greatsword (18-30 power, 1 apr) iron greatsword (18-30 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 18.5 - 29.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
Colaryem (48-77 power, 12 apr) Colaryem (48-77 power, 12 apr)3.0 T3 greatsword 2H weapon [Unique] Arcane Power 48.0 - 76.8 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +11.0% Atk.spd 50% While equipped: Stats +7 Dex dps ---------- Mov.spd +10% Dmg.mod +7% lightning ----- def ----- Fatigue -12% Resists +7% lightning ---------- misc Max.enc +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
iron longsword (12-16 power, 2 apr) iron longsword (12-16 power, 2 apr)3.0 T1 longsword 1H weapon [Normal] Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
Hettylathandur the dwarven-steel longsword (26-36 power, 8 apr) Hettylathandur the dwarven-steel longsword (26-36 power, 8 apr)3.0 T3 longsword 1H weapon [Rare] Psionic Power 26.0 - 36.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +8 Crit +3.5% Atk.spd 100% Melee+ +11 darkness Against +14% Living While equipped: Stats +2 Dex ----- def ----- Resists +9% mind +9% darkness Heal.mod +20% Teleport- +20% ---------- misc Max.stam +20.00 Sharp, long, and deadly. |
Nature's Vengeance (40-56 power, 4 apr) Nature's Vengeance (40-56 power, 4 apr)3.0 T3 mace 1H weapon [Unique] Nature/Disrupt Power 40.0 - 56.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +9.0% Atk.spd 100% Melee+ +10 silence +18 nature While equipped: dps ---------- Acc +6 (+2 eff.) Rush: Level 3.0 Pwr.cost 15 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. This thick-set mace was used by the Spellhunter Vorlan, who crafted it from the wood of an ancient oak that was uprooted during the Spellblaze. Many were the wizards and witches felled by this weapon, brought to justice for the crimes they committed against nature. |
dwarven-steel mace (30-41 power, 4 apr) dwarven-steel mace (30-41 power, 4 apr)3.0 T3 mace 1H weapon [Normal] Power 29.5 - 41.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Blunt and deadly. |
Duskhunger (14-20 power, 3 apr) Duskhunger (14-20 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Arcane Power 14.0 - 19.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +8 blight On Crit.r2 +12 darkness +20 temporal On Hit: 20% Epidemic 2 On Hit: * 20% chance to reduce damage dealt by 18% * 10% chance to reduce strength, dexterity, and constitution by 30 While equipped: dps ---------- Dmg.mod +6% mind Res.pen +10% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 18% ----- def ----- Disease- +17% One-handed war axes. |
Dourwither the iron dagger (10-13 power, 5 apr) Dourwither the iron dagger (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Master Power 10.0 - 13.0 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +4 darkness On Hit.r1 +4 darkness While equipped: dps ---------- Dmg.mod +6% lightning Acc +6 (+2 eff.) Melee Ret 6 mind ----- def ----- Defense +6 (+3 eff.) Disarm- +22% ---------- misc Equi/ret +0.04 Sharp, short and deadly. |
warbringer's steel dagger of amnesia (12-16 power, 6 apr) warbringer's steel dagger of amnesia (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Ego++] Master/Psionic Power 12.5 - 16.2 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +3 Con dps ---------- Phys.pwr +7 (+3 eff.) Res.pen +5% physical ----- def ----- Disarm- +15% Sharp, short and deadly. |
dwarven-steel dagger 'Hathamas' (24-31 power, 7 apr) dwarven-steel dagger 'Hathamas' (24-31 power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Master Power 23.5 - 30.6 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +12 physical While equipped: dps ---------- Crit.mult +5.00% Acc +5 (+1 eff.) On Hit (Melee): * 10% chance to slow global speed by 48% * 10 arcane resource burn ----- def ----- Resists +3% darkness Die.at -80.00 life Sharp, short and deadly. |
hungering thorny mindstar of resolve (8-9 power, 24 apr, mind damage) hungering thorny mindstar of resolve (8-9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature/Psionic Power 8.5 - 9.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Wil dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) ----- def ----- Spell.save +4 (+2 eff.) ---------- misc Hate/kill +2.00 Psi/kill +3.00 Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.10 Cursed/Dark sustenance Inflict 66.88 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 cooldown 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. |
iron shield (0 def, 2 armour, 23 block) iron shield (0 def, 2 armour, 23 block)7.0 T1 shield armor Reqs Shield usage training [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
spellwoven woollen robe of lightning (+15%) (0 def, 0 armour) spellwoven woollen robe of lightning (+15%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane/Nature While equipped: dps ---------- Spell.crit +2% Spell.pwr +3 (+1 eff.) Dmg.mod +10% lightning ----- def ----- Resists +15% lightning +9% all Spell.save +17 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather armour (3 def, 2 armour) rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
thick linen cloak (1 def, 6 armour) thick linen cloak (1 def, 6 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Issundil the Morningwither (3 def, 1 armour) Issundil the Morningwither (3 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% light +6% temporal Res.pen +10% light ----- def ----- Armour +1 Defense +3 (+1 eff.) ---------- misc Light +3 Evasion: (Instant) Puts all charms on 30 cooldown Level 3.0 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 24% chance to evade melee and ranged attacks and 16 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 rough leather boots of tirelessness (0 def, 1 armour) pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 ---------- misc Stam/turn +0.30 Max.stam +13.00 A pair of boots made of leather. |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+2 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
insulating pair of iron boots of speed (0 def, 3 armour) insulating pair of iron boots of speed (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +3 Fatigue +2% Resists +5% fire +5% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
reinforced pair of dwarven-steel boots of disengagement (0 def, 12 armour) reinforced pair of dwarven-steel boots of disengagement (0 def, 12 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +3 Cun +3 Dex ----- def ----- Armour +12 Fatigue +3% Resists +7% acid +8% fire +8% lightning +6% cold Disengage: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 168% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Drodas the hardened leather gloves (0 def, 2 armour) Drodas the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Cun +2 Con dps ---------- S.pwr/crit +10 Dmg.mod +3% mind +6% arcane ----- def ----- Armour +2 Phys.save +16 (+6 eff.) Spell.save +5 (+2 eff.) Mind.save +6 (+2 eff.) Disarm- +28% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 5.2 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 36% and provides a 21% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
cashmere wizard hat (2 def, 0 armour) cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Normal] While equipped: ----- def ----- Defense +2 (+1 eff.) A pointy cloth hat, very wizardly... |
Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 51.80 to 155.41 lightning damage (103.61 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Flashwind (0 def, 1 armour) Flashwind (0 def, 1 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +2 Wil dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +3% cold Res.pen +15% lightning +20% acid Melee Ret 2 lightning 2 cold ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
grounding rough leather cap (0 def, 1 armour) grounding rough leather cap (0 def, 1 armour)2.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning +6% temporal A cap made of leather. |
hardened leather cap (0 def, 3 armour) hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
Muckworm (0 def, 3 armour) Muckworm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +9% lightning +9% light +3% nature On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Armour +3 Fatigue +5% Resists +12% lightning +3% nature Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 99.7 Physical damage. If the attack hits, the target is confused (34% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
9 agate 9 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. |
3 spinel 3 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 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 ametrine 8 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. |
citrine 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. |
6 aquamarine 6 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. |
4 opal 4 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. |
7 topaz 7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 amethyst 3 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. |
4 onyx 4 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. |
2 emerald 2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 garnet 3 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 quartz 2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
jade jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
35 alchemist agate 35 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. |
Gamira Gamira2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Spell.crit +2% Dmg.mod +6% mind +6% blight Res.pen +5% arcane +10% temporal ---------- misc Max.mana +20.00 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. |
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. |
bright brass lantern bright brass lantern2.0 T1 lite [Ego] Master While equipped: ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright alchemist's lamp of the sun bright alchemist's lamp of the sun1.0 T3 lite [Ego+] Arcane/Master While equipped: dps ---------- Dmg.mod +8% light ----- def ----- Resists +10% darkness Affinity +5% light ---------- misc Light +7 Sun Flare: Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 180.29 light damage. At talent level 3 you gain 32% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
bright alchemist's lamp of the zealot bright alchemist's lamp of the zealot1.0 T3 lite [Ego+] Disrupt/Master While equipped: ----- def ----- Resists +3% all Spell.save +8 (+3 eff.) ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
void-walker's alchemist's lamp void-walker's alchemist's lamp1.0 T3 lite [Ego+] Arcane While equipped: ----- def ----- Resists +7% cold +5% temporal Def/telep +12 Res/telep +13% Dur/telep +12% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
woodsman's iron pickaxe (dig speed 37 turns) woodsman's iron pickaxe (dig speed 37 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of 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. |
Layelaith the Dawnquill [power 116] (15 cooldown) Layelaith the Dawnquill [power 116] (15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Res.pen +10% lightning +20% temporal +10% light ----- def ----- Resists +6% temporal Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +1 Create a radius 3 storm for 5 turns. Each turn, creatures within take 38 lightning damage and will be dazed for 1 turn (194 total damage) Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Achievements
By Sir Stabsalot the Cornac Arcane Blade level 20
69th Haze 122nd year of Ascendancy at 09:41 see stats
By Sir Stabsalot the Cornac Arcane Blade level 26
8th Pyre 123rd year of Ascendancy at 03:00 see stats
By Sir Stabsalot the Cornac Arcane Blade level 21
70th Haze 122nd year of Ascendancy at 13:27 see stats
By Sir Stabsalot the Cornac Arcane Blade level 22
2nd Decay 122nd year of Ascendancy at 01:18 see stats
By Sir Stabsalot the Cornac Arcane Blade level 10
3rd Summertide 122nd year of Ascendancy at 14:40 see stats
By Sir Stabsalot the Cornac Arcane Blade level 20
59th Haze 122nd year of Ascendancy at 04:56 see stats
By Sir Stabsalot the Cornac Arcane Blade level 15
32nd Haze 122nd year of Ascendancy at 17:17 see stats
By Sir Stabsalot the Cornac Arcane Blade level 21
71st Haze 122nd year of Ascendancy at 03:58 see stats
By Sir Stabsalot the Cornac Arcane Blade level 7
79th Pyre 122nd year of Ascendancy at 03:18 see stats
By Sir Stabsalot the Cornac Arcane Blade level 23
9th Allure 123rd year of Ascendancy at 11:18 see stats
By Sir Stabsalot the Cornac Arcane Blade level 22
78th Haze 122nd year of Ascendancy at 03:28 see stats
By Sir Stabsalot the Cornac Arcane Blade level 26
8th Pyre 123rd year of Ascendancy at 01:16 see stats
By Sir Stabsalot the Cornac Arcane Blade level 17
38th Haze 122nd year of Ascendancy at 01:50 see stats
By Sir Stabsalot the Cornac Arcane Blade level 27
24th Pyre 123rd year of Ascendancy at 16:35 see stats
Log
Something hits Sir Stabsalot for 19 blight damage.
Something hits Sir Stabsalot for 19 blight damage.
Something hits Sir Stabsalot for 19 blight damage.
Something hits Sir Stabsalot for 19 cold damage.
Something misses Sir Stabsalot.
Sir Stabsalot is confused and fails to use Lightning.
Something misses Sir Stabsalot.
Something hits Sir Stabsalot for 122 physical, 11 light, 9 fire (142 total damage).
Sir Stabsalot recovers sight.
Something hits Sir Stabsalot for 91 physical, 25 fire (116 total damage).
Poison from Ghoul hits Sir Stabsalot for 18 nature damage.
Ghoul's purging blight area effect hits Sir Stabsalot for 19 blight damage.
Ghoul's purging blight area effect hits Sir Stabsalot for 19 blight damage.
Ghast's purging blight area effect hits Sir Stabsalot for 19 blight damage.
Something misses Sir Stabsalot.
Something misses Sir Stabsalot.
Something hits Sir Stabsalot for 31 physical damage.
Sir Stabsalot is confused and fails to use Teleport.
Skeleton magus casts Manathrust.
Skeleton warrior hits Sir Stabsalot for 117 physical damage.
Melee retaliation hits Skeleton archer for 13 light damage.
Melee retaliation hits Skeleton warrior for (13 absorbed), 0 light (0 total damage).
Skeleton archer hits Sir Stabsalot for 8 physical damage.
Skeleton magus hits Sir Stabsalot for 155 arcane damage.
Skeleton magus hits Ghast for 191 arcane damage.
Skeleton magus hits Skeleton archer for 191 arcane damage.
Sir Stabsalot the level 28 cornac arcane blade was torn limb from limb to death by a skeleton warrior on level 8 of Dreadfell.
The furious lightning storm around Sir Stabsalot calms down and disappears.