Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
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. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | Insane Adventure |
Sex | Male |
Race | Ghoul |
Class | Sun Paladin |
Level / Exp | 30 / 12% |
Size | medium |
Lifes / Deaths | Killed by shadow at level 26 on the 23rd Regrowth 123rd year of Ascendancy at 10:30 3 / 4Killed by Kelad, the One Who Stole Poosh at level 29 on the 25th Pyre 123rd year of Ascendancy at 22:56 Killed by Xanuvena the fire drake hatchling at level 30 on the 27th Pyre 123rd year of Ascendancy at 03:24 Killed by THIS IS A BAD IDEA at level 30 on the 27th Pyre 123rd year of Ascendancy at 06:07 |
Primary Stats
Strength | 63 (base 37) |
Dexterity | 23 (base 10) |
Constitution | 27 (base 10) |
Magic | 83 (base 60) |
Willpower | 22 (base 10) |
Cunning | 27 (base 29) |
Resources
Steam | 100/100 |
Life | 1022/1022 |
Positive | 77/137 |
Stamina | 230/230 |
Paradox | 300 |
Healing Factor | 1.4686945338482 |
Regeneration | 12.997946624557 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +80% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 10 |
See Invisible | 12 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 125 |
Accuracy | 47 |
Crit Chance | 33% |
APR | 11 |
Speed | 1.00 |
Offense: Spell
Spellpower | 52 |
Crit Chance | 23% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Fire | +22% |
Darkness | +15% |
Light | +15% |
Temporal | +15% |
Nature | +18% |
Physical | +23% |
Mind | +13% |
All | +10% |
Offense: Damage Penetration
Physical | +25% |
Cold | +15% |
Temporal | +15% |
Defense: Base
Armour (hardiness) | 63.413408721348 (65.897138898113%) |
Defense | 21 |
Ranged Defense | 21 |
Fatigue | 15 |
Physical Save | 35 |
Spell Save | 34 |
Mental Save | 21 |
Defense: Resistances
Acid | + 20%( 70%) |
Blight | + 32%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 12%( 70%) |
All | 0%( 70%) |
Lightning | + 20%( 70%) |
Light | + 9%( 70%) |
Mind | + 12%( 70%) |
Darkness | + 9%( 70%) |
Fire | + 20%( 70%) |
Nature | + 48%( 70%) |
Defense: Immunities
Stun Resistance | 50% |
Fear Resistance | 100% |
Poison Resistance | 80% |
Blind Resistance | 28% |
Disarm Resistance | 50% |
Bleed Resistance | 100% |
Teleport Resistance | 10% |
Instadeath Resistance | 100% |
Knockback Resistance | 10% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 257 damage for 5 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. |
Class Talents
Celestial / Crusader | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Sun | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Technique / Two-handed assault | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Undead / Ghoul | 1.10 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Chants | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
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 |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by THIS IS A BAD IDEA. Escort: lost defiler (level 2 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved talent Precognition (+1 level(s)). | 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 Shardskin. * 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 |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed minotaur nose. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
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 | Brandwarden (0 def, 13 armour) Brandwarden (0 def, 13 armour)3.0 Encumbrance T5 feet armor [Rare] Master While equipped: offense ------ Damage +3% mind +12% fire Ignore resists +15% temporal When Hit 2 fire 2 mind 2 temporal defense ------ Armor +13 Fatigue +4% Resistance +12% mind other ------- Infravision +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Beidunatir Beidunatir2.0 Encumbrance T1 lite [Rare] Psionic While equipped: offense ------ Mind Crit +5% Mindpower +6 (+3 eff.) defense ------ Resistance +9% light +6% nature Crit Resistance 5.00% Physical save +3 (+2 eff.) Mind save +5 (+2 eff.) Life +40.00 Cut Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Halylathafang the elven-silk wizard hat (3 def, 4 armour) Halylathafang the elven-silk wizard hat (3 def, 4 armour)2.0 Encumbrance T5 head armor [Rare] Arcane While equipped: Stats +7 Mag +6 Wil offense ------ Spellpower +5 (+2 eff.) defense ------ Armor +4 Defense +3 (+1 eff.) Resistance +12% nature +12% blight Life Regen +2.00 Disease Resist +10% Teleport Resist +10% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A pointy cloth hat, very wizardly... |
Tool | elm wand of clairvoyance 'Mayessra' [power 9] (15 cooldown) elm wand of clairvoyance 'Mayessra' [power 9] (15 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: Stats +1 Str offense ------ Critical power +10.00% Ignore resists +25% physical Accuracy +10 (+3 eff.) defense ------ Unlife -60.00 life Reveal the area around you, dispelling darkness (radius 9, power 77 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Ring of Growth Ring of Growth0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+4 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
On fingers | Sleetbolt the gold ring Sleetbolt the gold ring0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Str +3 Con offense ------ Ignore resists +15% cold When Hit 2 fire defense ------ Armor +8 Resistance +12% cold Spell save +13 (+6 eff.) Blind Resist +28% other ------- Max stamina +13.00 Infravision +4 See Stealth +10 See Invisibility +12 Rings make your fingers look great! |
Around waist | hardened leather belt 'Glurimira' hardened leather belt 'Glurimira'1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: offense ------ Critical power +15.00% defense ------ Armor +2 Resistance +5% arcane +9% darkness Physical save +9 (+5 eff.) Life Regen +1.60 Healmod +13% Cut Resist +20% Knockbk Resist +10% A belt that goes around your waist. |
In main hand | hateful voratun greatsword of erosion (62-98 power, 4 apr) hateful voratun greatsword of erosion (62-98 power, 4 apr)3.0 Encumbrance T5 greatsword 2H weapon [Ego] Nature/Psionic Weapon Damage 61.5 - 98.4 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On-hit +7 nature +16 darkness Damage Against +7% Living Massive two-handed swords. |
On hands | Steam Powered Gauntlets (0 def, 12 armour) Steam Powered Gauntlets (0 def, 12 armour)1.5 Encumbrance T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex offense ------ Physical Crit +10.0% Steam Crit +10% Critical power +30.00% Damage +8% all defense ------ Armor +12 Disarm Resist +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
Main armor | Scale Mail of Kroltar (10 def, 18 armour) Scale Mail of Kroltar (10 def, 18 armour)14.0 Encumbrance T5 heavy armor [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con defense ------ Armor +18 Defense +10 (+5 eff.) Fatigue +16% Resistance +20% acid +20% blight +20% fire +20% nature +20% lightning Life +120.00 Devouring Flame: Effective talent level: 3.0 Power cost 50 out of 80/80. Range 10 Cooldown: 20 Travel.spd instantaneous Is: a mind power and a nature gift Description: Spit a cloud of flames, doing 24.49 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Cloak | Cloak of Deception Cloak of Deception1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +5 (+2 eff.) Mindpower +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Around neck | Khelykor Khelykor0.1 Encumbrance T2 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Dex +6 Mag +4 Wil +2 Con offense ------ Spell Crit +4% Spellpower +4 (+1 eff.) Damage +5% darkness +5% temporal +5% light +5% physical defense ------ Fatigue -5% Life Regen +2.00 Amulets make your neck look great! |
Inventory
Blood of Life Blood of Life0.4 Encumbrance potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
medical injector implant of the duelist (efficiency 133% / cooldown 55%) medical injector implant of the duelist (efficiency 133% / cooldown 55%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 133% efficiency and cooldown mod of 55%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the psychic (efficiency 115% / cooldown 64%) medical injector implant of the psychic (efficiency 115% / cooldown 64%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 115% efficiency and cooldown mod of 64%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
blink rune of the wizard (range 7; phase 21; cd 15) blink rune of the wizard (range 7; phase 21; cd 15)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 7 Cooldown: 15 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. 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 |
blink rune of the wizard (range 8; phase 25; cd 19) blink rune of the wizard (range 8; phase 25; cd 19)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 8 Cooldown: 19 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 25%, your defense is increased by 25 and all your resistances by 25%. 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 |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 31; cd 12) shatter afflictions rune (absorb 31; cd 12)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 12 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 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. 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 83; cd 18) shatter afflictions rune of the warrior (absorb 83; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 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 83 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 105; cd 20) shatter afflictions rune of the wizard (absorb 105; cd 20)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 20 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 105 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 titan (absorb 206; dur 5; cd 18) shielding rune of the titan (absorb 206; dur 5; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 206 damage for 5 turns. 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 |
shielding rune of the titan (absorb 131; dur 4; cd 14) shielding rune of the titan (absorb 131; dur 4; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 131 damage for 4 turns. 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 |
shielding rune of the warrior (absorb 239; dur 3; cd 18) shielding rune of the warrior (absorb 239; dur 3; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 239 damage for 3 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
stormshield rune of the duelist (threshold 22; blocks 4; dur 4; cd 15) stormshield rune of the duelist (threshold 22; blocks 4; dur 4; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 22 up to 4 times. 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. |
schematic: Ablative Armour schematic: Ablative Armour0.1 Encumbrance 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 Plating schematic: Crystal Plating0.1 Encumbrance 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 Encumbrance 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: Fireproof Coating schematic: Fireproof Coating0.1 Encumbrance 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: Flare Shell schematic: Flare Shell0.1 Encumbrance 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: Flash Powder schematic: Flash Powder0.1 Encumbrance 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: Frost Salve schematic: Frost Salve0.1 Encumbrance 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: Grounding Strap schematic: Grounding Strap0.1 Encumbrance 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: Headlamp schematic: Headlamp0.1 Encumbrance 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: Healing Salve schematic: Healing Salve0.1 Encumbrance 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: Iron Grip schematic: Iron Grip0.1 Encumbrance 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 Encumbrance 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: Rocket Boots schematic: Rocket Boots0.1 Encumbrance 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: Rustproof Coating 2 schematic: Rustproof Coating0.1 Encumbrance 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: Spring Grapple 2 schematic: Spring Grapple0.1 Encumbrance 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 Encumbrance 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: Toxic Cannister Launcher schematic: Toxic Cannister Launcher0.1 Encumbrance 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. |
Berindur the Fogravage Berindur the Fogravage0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Ignore resists +20% darkness defense ------ Resistance +6% darkness +10% temporal Pinning Resist +20% Knockbk Resist +20% Amulets make your neck look great! |
Charmonster the copper amulet Charmonster the copper amulet0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Con offense ------ Damage +3% acid +3% fire Ignore resists +5% fire On-Hit (Melee): * 20% chance to reduce damage dealt by 16% Amulets make your neck look great! |
Elothra the steel amulet Elothra the steel amulet0.1 Encumbrance T2 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +3 Mag offense ------ Spell Crit +4% Spellpower +3 (+1 eff.) Damage +5% darkness +6% temporal +5% light +5% physical Ignore resists +5% arcane +10% physical defense ------ Armor +6 Resistance +12% fire +5% arcane +12% cold other ------- Masteries +0.14 Celestial/Chants Amulets make your neck look great! |
Arydokhad the stralite amulet Arydokhad the stralite amulet0.1 Encumbrance T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +9 Lck offense ------ Critical power +14.00% Ignore resists +5% acid +20% blight Accuracy +17 (+6 eff.) Ignore Armor +14 On-Hit (Melee): * 10% chance to reduce armor by 36% defense ------ Defense +6 (+3 eff.) Resistance +3% blight +8% physical Resist unseen 14% other ------- Stamina/turn +0.60 Amulets make your neck look great! |
titan's copper ring of the mountain (+11%) titan's copper ring of the mountain (+11%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con offense ------ Damage +11% physical defense ------ Resistance +11% physical Physical save +4 (+2 eff.) Rings make your fingers look great! |
warrior's copper ring of clarity warrior's copper ring of clarity0.1 Encumbrance T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Str defense ------ Armor +6 Mind save +6 (+3 eff.) Confus Resist +23% Rings make your fingers look great! |
wizard's steel ring of power wizard's steel ring of power0.1 Encumbrance T2 ring jewelry [Ego] Arcane While equipped: Stats +4 Mag offense ------ Physical Power +6 (+2 eff.) Spellpower +6 (+2 eff.) Mindpower +6 (+3 eff.) defense ------ Spell save +8 (+4 eff.) Rings make your fingers look great! |
bloodlich's yew magestaff (20-24 power, 4 apr, fire element) bloodlich's yew magestaff (20-24 power, 4 apr, fire element)5.0 Encumbrance T3 staff 2H weapon [Ego+] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +1 Mag +4 Cun +5 Con offense ------ Spell Crit +3% Critical power +11.00% Spellpower +9 (+3 eff.) Damage +20% fire other ------- Negative/turn +0.20 Vim-on-crit +5.00 Max vim +31.00 Max negative +35.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magelord's elven-wood starstaff of warding (25-30 power, 5 apr, temporal element) magelord's elven-wood starstaff of warding (25-30 power, 5 apr, temporal element)5.0 Encumbrance T4 staff 2H weapon [Ego+] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Physical Crit +9.0% Spell Crit +4% Spellpower +18 (+6 eff.) On-Hit 25 arcane Damage +25% temporal defense ------ Armor +5 Defense +6 (+3 eff.) other ------- Max mana +31.00 Wards +2 temporal Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
stralite battleaxe 'Velydhema' (44-65 power, 3 apr) stralite battleaxe 'Velydhema' (44-65 power, 3 apr)3.0 Encumbrance T4 battleaxe 2H weapon [Random Unique] Nature/Master Weapon Damage 43.5 - 65.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +7.5% Attack Speed 100% On-hit +22 nature On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +7.0% Ignore resists +15% blight defense ------ Resistance +6% cold +3% mind +3% fire Massive two-handed battleaxes. |
dwarven-steel greatmaul 'Darklash' (42-63 power, 2 apr) dwarven-steel greatmaul 'Darklash' (42-63 power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Rare] Master Weapon Damage 42.0 - 63.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On-Hit, radius 1 +12 lightning +8 cold On-crit, radius 2 +4 cold While equipped: Stats +7 Str offense ------ Damage +14% physical Accuracy +16 (+5 eff.) On-Hit (Melee): * 10% chance to reduce damage dealt by 16% defense ------ Resistance +20% darkness Massive two-handed mauls. |
dwarven-steel greatmaul of massacre (54-81 power, 2 apr) dwarven-steel greatmaul of massacre (54-81 power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Ego] Master Weapon Damage 54.0 - 81.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% Massive two-handed mauls. |
stralite longsword 'Porukira' (34-48 power, 5 apr) stralite longsword 'Porukira' (34-48 power, 5 apr)3.0 Encumbrance T4 longsword 1H weapon [Rare] Nature Weapon Damage 34.0 - 47.6 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% Ignore Shields +20% On-hit +13 nature While equipped: Stats +2 Str offense ------ Ignore resists +25% physical defense ------ Disease Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Max stamina +20.00 Sharp, long, and deadly. |
stralite longsword of paradox (34-48 power, 5 apr) stralite longsword of paradox (34-48 power, 5 apr)3.0 Encumbrance T4 longsword 1H weapon [Ego] Arcane Weapon Damage 34.0 - 47.6 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% On-hit +13 temporal While equipped: defense ------ Resistance +9% temporal Sharp, long, and deadly. |
flaming dwarven-steel mace of phasing (27-38 power, 12 apr) flaming dwarven-steel mace of phasing (27-38 power, 12 apr)3.0 Encumbrance T3 mace 1H weapon [Ego] Arcane Weapon Damage 27.0 - 37.8 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Critical Rate +1.5% Attack Speed 100% Ignore Shields +10% On-Hit, radius 1 +7 fire Blunt and deadly. |
steel waraxe of massacre (20-29 power, 3 apr) steel waraxe of massacre (20-29 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Ego] Master Weapon Damage 20.5 - 28.7 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% One-handed war axes. |
quick stralite waraxe of massacre (38-53 power, 5 apr) quick stralite waraxe of massacre (38-53 power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon [Ego+] Master Weapon Damage 38.0 - 53.2 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% While equipped: Stats +2 Dex offense ------ Combat Speed +10% Accuracy +17 (+6 eff.) One-handed war axes. |
dwarven-steel steamsaw of winter (20-30 power, 0 apr) dwarven-steel steamsaw of winter (20-30 power, 0 apr)3.0 Encumbrance T3 steamsaw 1H weapon [Ego+] Nature/Steamtech Weapon Damage 20.0 - 30.0 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +48 Uses 1.0 Steam When used to Attack: On-hit +13 cold While equipped: Stats +1 Wil offense ------ On shield block: * Deals 94 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +8% Resistance +12% cold other ------- Talents +2 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! |
Daywither the stralite steamsaw (34-51 power, 0 apr) Daywither the stralite steamsaw (34-51 power, 0 apr)3.0 Encumbrance T4 steamsaw 1H weapon [Random Unique] Arcane/Master/Steamtech Weapon Damage 34.0 - 51.0 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +4.0% Attack Speed 100% Block +74 On-hit +8 mind On-Hit, radius 1 +4 light On Hit: * 20% chance to reduce all saves and defense by 19 * 25% chance for lightning to strike from the target to a second target dealing 89 damage Uses 1.0 Steam When used to Attack: Block +62 On-Hit, radius 1 +4 mind While equipped: Stats +5 Str +5 Con offense ------ Damage +3% light +9% physical Ignore resists +5% light Accuracy +21 (+7 eff.) defense ------ Armor +13 Defense +8 (+4 eff.) Fatigue +10% Physical save +9 (+5 eff.) other ------- Talents +2 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! |
Kilnsmasher (32-47 power, 0 apr) Kilnsmasher (32-47 power, 0 apr)3.0 Encumbrance T4 steamsaw 1H weapon [Rare] Master/Steamtech Weapon Damage 31.5 - 47.2 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +4.0% Attack Speed 100% Block +78 On-crit, radius 2 +8 fire Uses 1.0 Steam While equipped: Stats +2 Str offense ------ Critical power +5.00% Damage +9% mind defense ------ Armor +5 Defense +8 (+4 eff.) Fatigue +10% Resistance +41% fire Mind save +9 (+4 eff.) other ------- Infravision +2 See Invisibility +12 Talents +2 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! |
voratun steamsaw 'Undeathrigor' (38-57 power, 0 apr) voratun steamsaw 'Undeathrigor' (38-57 power, 0 apr)3.0 Encumbrance T5 steamsaw 1H weapon [Rare] Psionic/Steamtech Weapon Damage 38.0 - 57.0 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +100 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Uses 1.0 Steam When used to Attack: Block +40 While equipped: offense ------ On-Hit (Melee): * 20% chance to slow global speed by 45% defense ------ Armor +6 Defense +10 (+5 eff.) Fatigue +12% Resistance +6% lightning +15% cold +5% arcane Physical save +6 (+3 eff.) Mind save +12 (+6 eff.) other ------- 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! |
mighty reinforced leather sling mighty reinforced leather sling4.0 Encumbrance T4 sling 1H weapon Reqs Dex 35 Shoot [Ego] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +9 While equipped: Stats +2 Str offense ------ Physical Power +9 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
pouch of voratun shots 'Belaldamina' (5/19, 52-62 power, 6 apr) pouch of voratun shots 'Belaldamina' (5/19, 52-62 power, 6 apr)3.0 Encumbrance T5 shot ammo Reqs Dex 48 [Rare] Arcane Weapon Damage 51.5 - 61.8 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +7.0% Capacity 19 Auto Reload 3 Ignore Shields +30% On-ranged-hit +20 blight On-Hit, radius 1 +8 mind On-crit, radius 2 +20 mind On Hit: * 20% chance to reduce all saves and defense by 19 Shots are used with slings to pummel your foes to death. |
dwarven-steel shield 'Cyreldamira' (0 def, 6 armour, 28-34 power, 80.5 block) dwarven-steel shield 'Cyreldamira' (0 def, 6 armour, 28-34 power, 80.5 block)7.0 Encumbrance T3 shield armor [Random Unique] Arcane/Master When used to Attack: Weapon Damage 28.0 - 33.6 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +80 On-hit +15 fire On-crit, radius 2 +19 light +12 fire While equipped: Stats +3 Str +2 Dex +1 Mag +3 Wil offense ------ On shield block: * Deals 133 light and fire damage to each enemy blocked When Hit 7 fire defense ------ Armor +6 Fatigue +8% Resistance +18% lightning +19% fire +8% light other ------- See Invisibility +12 Talents +1 Block Handheld deflection devices. |
corrosive stralite shield (0 def, 8 armour, 48-57 power, 139.5 block) corrosive stralite shield (0 def, 8 armour, 48-57 power, 139.5 block)7.0 Encumbrance T4 shield armor [Ego+] Arcane When used to Attack: Weapon Damage 47.5 - 57.0 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +140 On-hit +13 acid While equipped: Stats +2 Con offense ------ When Hit: * 17% chance to reduce armor by 36% defense ------ Armor +8 Fatigue +8% Resistance +14% acid other ------- Talents +1 Block Handheld deflection devices. |
Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+5 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+5 eff.) Resistance +30% nature +11% all Physical save +10 (+5 eff.) Spell save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
mindwoven silk robe of darkness (+15%) (0 def, 0 armour) mindwoven silk robe of darkness (+15%) (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego] Arcane/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +2 (+1 eff.) Damage +10% darkness defense ------ Resistance +15% darkness +13% all Mind save +19 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe of lightning (+25%) (0 def, 0 armour) silk robe of lightning (+25%) (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego] Nature While equipped: offense ------ Damage +17% lightning defense ------ Resistance +25% lightning +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
slimy silk robe of nature (+30%) (0 def, 0 armour) slimy silk robe of nature (+30%) (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego] Nature/Disrupt While equipped: offense ------ Damage +20% nature When Hit: * 5% chance to slow global speed by 45% * 5 arcane resource burn defense ------ Resistance +30% nature +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dwarven-steel mail armour of Eyal (3 def, 8 armour) dwarven-steel mail armour of Eyal (3 def, 8 armour)14.0 Encumbrance T3 heavy armor [Ego+] Nature While equipped: defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Life +29.00 Life Regen +3.00 Healmod +12% A suit of armour made of mail. |
Mighty Girdle Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +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. |
Zanaroddavor Zanaroddavor1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: defense ------ Resistance +5% lightning +5% temporal +6% darkness +3% cold +3% acid A belt that goes around your waist. |
drakeskin leather belt 'Vorina' drakeskin leather belt 'Vorina'1.0 Encumbrance T5 belt armor [Rare] Arcane While equipped: Stats +4 Con offense ------ Damage +15% blight Ignore resists +10% arcane +15% physical defense ------ Armor +12 Fatigue -7% other ------- Encumbrance +48 Mana-on-crit +2.00 A belt that goes around your waist. |
Broderasus (7 def, 0 armour) Broderasus (7 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +3 Cun offense ------ Mind Crit +1% Ignore resists +5% mind defense ------ Defense +7 (+3 eff.) Resistance +3% darkness +6% lightning Physical save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glintreeve (1 def, 0 armour) Glintreeve (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +5 Str +2 Con offense ------ Ignore resists +5% mind defense ------ Defense +1 (+0 eff.) Resistance +3% light Physical save +6 (+3 eff.) Unlife -20.00 life other ------- Max stamina +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Shadekill (2 def, 0 armour) Shadekill (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: offense ------ Mind Crit +4% Damage +15% cold Accuracy +18 (+6 eff.) On-Hit (Melee): * 20% chance to reduce damage dealt by 16% defense ------ Defense +2 (+1 eff.) Fatigue -6% Resistance +6% darkness +9% cold Life +64.00 other ------- Max stamina +17.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots of tirelessness (0 def, 1 armour) pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 other ------- Stamina/turn +0.30 Max stamina +10.00 A pair of boots made of leather. |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- 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. |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)0.0 Encumbrance T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex offense ------ Move Speed +10% defense ------ Defense +4 (+2 eff.) Fatigue -10% Resistance +5% physical Pinning Resist +100% other ------- Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Effective talent level: 3.0 Power cost 20 out of 20/20. Range 5 Cooldown: 15 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. |
Beezilaregodin the pair of iron boots (15 def, 3 armour) Beezilaregodin the pair of iron boots (15 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ On-Hit (Melee): * 10% chance to reduce armor by 36% defense ------ Armor +3 Defense +15 (+7 eff.) Fatigue +2% Resistance +9% blight Unlife -60.00 life Life +40.00 Disarm Resist +10% Confus Resist +10% other ------- Stamina/turn +0.30 Max stamina +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Zelegar (0 def, 8 armour) Zelegar (0 def, 8 armour)1.0 Encumbrance T2 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Cun +3 Dex offense ------ On-Hit 7 physical Damage +3% mind +3% physical Ignore Shields +10% Accuracy +5 (+2 eff.) Ignore Armor +5 defense ------ Armor +8 Life Regen +4.00 other ------- Stamina/turn +0.80 Hate-on-crit +1.00 Max stamina +15.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady hardened leather gloves of magic (+3) (0 def, 2 armour) steady hardened leather gloves of magic (+3) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Arcane/Psionic While equipped: Stats +3 Mag offense ------ Damage +3% arcane Accuracy +6 (+2 eff.) defense ------ Armor +2 Physical save +6 (+3 eff.) Mind save +5 (+2 eff.) Disarm Resist +20% 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. |
umbral drakeskin leather gloves of archery (0 def, 3 armour) umbral drakeskin leather gloves of archery (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Ego+] Arcane/Master While equipped: Stats +4 Cun +4 Dex offense ------ On-Hit 14 darkness Damage +4% darkness Accuracy +8 (+3 eff.) Ignore Armor +9 defense ------ Armor +3 Resistance +8% darkness Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Floefury (0 def, 2 armour) Floefury (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Dex +2 Mag offense ------ Damage +3% arcane +9% blight Accuracy +16 (+5 eff.) defense ------ Armor +2 Fatigue +3% Resistance +9% cold Physical save +6 (+3 eff.) Mind save +6 (+3 eff.) Disarm Resist +27% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat 'Beterelle' (1 def, 2 armour) linen wizard hat 'Beterelle' (1 def, 2 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +11% nature defense ------ Armor +2 Defense +1 (+0 eff.) Resistance +16% nature Spell save +3 (+2 eff.) Mind save +9 (+4 eff.) Life +20.00 A pointy cloth hat, very wizardly... |
rough leather cap 'Stargrind' (0 def, 1 armour) rough leather cap 'Stargrind' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ When Hit 2 mind 2 light On-Hit (Melee): * 20 arcane resource burn defense ------ Armor +1 Fatigue +1% Resistance +5% arcane +9% cold other ------- Max hate +2.00 Breathe water A cap made of leather. |
Deepsripper (3 def, 14 armour) Deepsripper (3 def, 14 armour)2.0 Encumbrance T5 head armor [Rare] Nature While equipped: offense ------ Damage +18% blight +10% fire defense ------ Armor +14 Defense +3 (+1 eff.) Resistance +6% acid +15% fire +6% darkness Physical save +12 (+6 eff.) Life Regen +4.00 Poison Resist +20% A pointy cloth hat, very wizardly... |
insulating iron helm of strength (+2) (0 def, 3 armour) insulating iron helm of strength (+2) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +2 Str defense ------ Armor +3 Fatigue +5% Resistance +5% fire +5% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Radhetar' (0 def, 3 armour) iron helm 'Radhetar' (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str offense ------ Physical Crit +3.0% Physical Power +15 (+5 eff.) Ignore resists +5% physical Ignore Shields +20% defense ------ Armor +3 Fatigue +5% Physical save +11 (+5 eff.) Unlife -20.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+6 eff.) Spell save +12 (+6 eff.) Mind save +12 (+6 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Decayed Visage (0 def, 0 armour) Decayed Visage (0 def, 0 armour)1.0 Encumbrance T3 head armor [Unique] Arcane/Psionic While equipped: Stats +5 Wil +8 Mag offense ------ Spell Crit +7% Damage +11% blight +10% arcane +9% darkness When Hit 10 vim draining blight defense ------ Resistance +14% mind Mind save +18 (+9 eff.) Confus Resist +23% other ------- Max vim +25.00 Vimsense: Effective talent level: 2.0 Power cost 25 out of 45/45. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 12% and all saves by 21, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
dwarven-steel helm of might (0 def, 4 armour) dwarven-steel helm of might (0 def, 4 armour)3.0 Encumbrance T3 head armor [Ego+] Master While equipped: Stats +3 Str +3 Con offense ------ Physical Power +4 (+2 eff.) defense ------ Armor +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 agate 6 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 spinel 8 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
13 ametrine 13 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine 6 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 aquamarine 4 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz 8 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 amethyst 9 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
garnet garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
quartz quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
jade jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ruby ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Windborne Azurite Windborne Azurite0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
178 alchemist agate 178 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
brass lantern 'Giludunatohad' brass lantern 'Giludunatohad'2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +1 Con offense ------ Critical power +5.00% Damage +3% physical Ignore resists +10% physical defense ------ Physical save +9 (+5 eff.) other ------- 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. |
brass lantern 'Rainjam' brass lantern 'Rainjam'2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Ignore resists +20% nature On-Hit (Melee): * 20 arcane resource burn defense ------ Spell save +6 (+3 eff.) Life +43.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Automated Portable Extractor Automated Portable Extractor0.0 Encumbrance 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. |
Rungof's Fang Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Heart of Poosh Heart of Poosh5.0 Encumbrance land misc [Unique] Nature While carried: offense ------ Damage +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
iron pickaxe 'Bregakhad' (dig speed 38 turns) iron pickaxe 'Bregakhad' (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str offense ------ Damage +5% nature defense ------ Resistance +1% physical +11% nature +3% cold Spell save +3 (+2 eff.) Life +20.00 Poison Resist +20% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Transmogrification Chest Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Unroleg [power 105] (15 cooldown) Unroleg [power 105] (15 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +4 Mag offense ------ Ignore resists +5% blight defense ------ Resistance +6% lightning Life +20.00 Healmod +5% other ------- Mana/turn +0.12 Blast the opponent's mind dealing 119 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to reduce fatigue by 24% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
elven-wood totem of thorny skin [power 57] (20 cooldown) elven-wood totem of thorny skin [power 57] (20 cooldown)2.0 Encumbrance T4 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 57 and armour hardiness by 60% Puts all charms on 20 turn cooldown Natural totems are made by powerful wilders to store nature power. |
Shinezephyr the yew wand of conjuration [power 225] (15 cooldown) Shinezephyr the yew wand of conjuration [power 225] (15 cooldown)2.0 Encumbrance T3 wand charm [Random Unique] Arcane While equipped: offense ------ Damage +6% mind Ignore resists +20% light When Hit 6 light other ------- Light +2 Wards +3 acid +4 fire +4 nature +2 cold Talents +1 Ward Fire a magical bolt dealing 275 fire damage Puts all charms on 15 turn cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. 100% to heal for 57. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By THIS IS A BAD IDEA the Ghoul Sun Paladin level 9
17th Dusk 122nd year of Ascendancy at 18:10 see stats
By THIS IS A BAD IDEA the Ghoul Sun Paladin level 29
26th Pyre 123rd year of Ascendancy at 00:36 see stats
By THIS IS A BAD IDEA the Ghoul Sun Paladin level 21
43rd Haze 122nd year of Ascendancy at 11:28 see stats
By THIS IS A BAD IDEA the Ghoul Sun Paladin level 30
27th Pyre 123rd year of Ascendancy at 03:14 see stats
By THIS IS A BAD IDEA the Ghoul Sun Paladin level 10
36th Dusk 122nd year of Ascendancy at 04:28 see stats
By THIS IS A BAD IDEA the Ghoul Sun Paladin level 20
32nd Haze 122nd year of Ascendancy at 08:09 see stats
By THIS IS A BAD IDEA the Ghoul Sun Paladin level 30
26th Pyre 123rd year of Ascendancy at 14:32 see stats
By THIS IS A BAD IDEA the Ghoul Sun Paladin level 19
30th Haze 122nd year of Ascendancy at 15:42 see stats
By THIS IS A BAD IDEA the Ghoul Sun Paladin level 30
27th Pyre 123rd year of Ascendancy at 03:14 see stats
By THIS IS A BAD IDEA the Ghoul Sun Paladin level 21
34th Haze 122nd year of Ascendancy at 16:11 see stats
By THIS IS A BAD IDEA the Ghoul Sun Paladin level 9
12nd Dusk 122nd year of Ascendancy at 15:57 see stats
By THIS IS A BAD IDEA the Ghoul Sun Paladin level 25
11st Regrowth 123rd year of Ascendancy at 00:31 see stats
By THIS IS A BAD IDEA the Ghoul Sun Paladin level 30
27th Pyre 123rd year of Ascendancy at 03:14 see stats
By THIS IS A BAD IDEA the Ghoul Sun Paladin level 9
34th Dusk 122nd year of Ascendancy at 14:32 see stats
By THIS IS A BAD IDEA the Ghoul Sun Paladin level 21
35th Haze 122nd year of Ascendancy at 07:42 see stats
By THIS IS A BAD IDEA the Ghoul Sun Paladin level 16
71st Dusk 122nd year of Ascendancy at 07:47 see stats
By THIS IS A BAD IDEA the Ghoul Sun Paladin level 30
27th Pyre 123rd year of Ascendancy at 06:07 see stats
Log
Talent Death Dance is ready to use.
Talent Flash of the Blade is ready to use.
Talent Rune: Shielding is ready to use.
Talent Weapon of Light is ready to use.
Talent Weapon of Wrath is ready to use.
Rested for 4 turns (stop reason: dialog is displayed).
Saving done.
THIS IS A BAD IDEA activates Weapon of Wrath.
THIS IS A BAD IDEA activates Weapon of Light.
Talent Chant of Resistance is ready to use.
Resting starts...
Talent Barrier is ready to use.
Talent Rune: Blink is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
Talent Second Life is ready to use.
Rested for 13 turns (stop reason: dialog is displayed).
THIS IS A BAD IDEA activates Second Life.
Resting starts...
Rested for 54 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!