












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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! 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. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Halfling |
| Class | Skirmisher |
| Level / Exp | 34 / 83% |
| Size | small |
| Lifes / Deaths | Killed by overpowered greater multi-hued wyrm at level 34 on the 41st Pyre 123rd year of Ascendancy at 07:50 / 1 |
Primary Stats
| Strength | 17 (base 17) |
| Dexterity | 88 (base 60) |
| Constitution | 25 (base 10) |
| Magic | 18 (base 16) |
| Willpower | 28 (base 11) |
| Cunning | 98 (base 60) |
Resources
| Life | -170/974 |
| Stamina | 141/244 |
| Healing Factor | 1.5245178243369 |
| Regeneration | 57.233676304521 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +9.9999999999999% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 7 |
| See Stealth | 68.694794037919 |
| See Invisible | 68.694794037919 |
Offense: Mainhand
| Damage | 141 |
| Accuracy | 66 |
| Crit Chance | 45% |
| APR | 20 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 18 |
| Crit Chance | 35% |
| Speed | 1 |
Offense: Mind
| Mindpower | 48 |
| Crit Chance | 37% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +12% |
| Light | +9% |
| Temporal | +10% |
| Nature | +22% |
| Physical | +20% |
| Mind | +28% |
| All | +2% |
Offense: Damage Penetration
| Acid | +15% |
| Temporal | +6% |
| Arcane | +25% |
| Mind | +10% |
| Physical | +34% |
Defense: Base
| Armour (hardiness) | 59.821826695789 (88.146977276679%) |
| Defense | 83 |
| Ranged Defense | 87 |
| Fatigue | 0.99849802172246 |
| Physical Save | 37 |
| Spell Save | 24 |
| Mental Save | 44 |
Defense: Resistances
| Acid | + 48%( 80%) |
| Lightning | + 39%( 70%) |
| Nature | + 36%( 70%) |
| Darkness | + 26%( 70%) |
| Blight | + 36%( 70%) |
| Physical | + 38%( 75%) |
| Fire | + 32%( 70%) |
| All | + 20%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (5/5)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 766 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 728% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse 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 instantly heal yourself for 248 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 2.5 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -736 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1599 life, 13 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 2.5 Infusion: Wild GrowthUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 73.12 physical damage and 148.68 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. |
Class Talents
| Cunning / Poisons | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Tireless Combatant | 1.30 |
| 3/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Buckler Training | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 3/5 |
| 2/5 |
| 1/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Scoundrel | 1.30 |
| 2/5 |
| 2/5 |
| 3/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by Aletta Soultorn. Escort: injured seer (level 6 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Cunning by +5. | done |
You failed to protect the lost defiler from death by greater shivgoroth. Escort: lost defiler (level 2 of Norgos Lair) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | 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 talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: temporal explorer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Foresight (+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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 358. | 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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Boots of the Hunter (2 def, 12 armour)3.0 Encumbrance T4 feet armor [Unique] Psionic While equipped: offense ------ Physical Power +12 (+4 eff.) Ignore Armor +15 defense ------ Armor +12 Defense +2 (+1 eff.) Fatigue +8% Spell save +10 (+5 eff.) Mind save +10 (+3 eff.) Life +80.00 Stun Resist +40% other ------- Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 27 power out of 8/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
| Quiver | psychokinetic pouch of stralite shots (15/23, 46-55 power, 5 apr)3.0 Encumbrance T4 shot ammo [Ego+] Psionic Weapon Damage 46.0 - 55.2 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +5.5% Capacity 23 On-ranged-hit +15 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 193 physical damage Shots are used with slings to pummel your foes to death. |
| Light source | Garin the brass lantern2.0 Encumbrance T1 lite [Rare] Arcane While equipped: offense ------ Mind Crit +2% Damage +7% light +12% mind defense ------ Resistance +7% darkness Affinity +5% light Physical save +9 (+4 eff.) Life +40.00 Healmod +15% other ------- Hate-on-crit +4.00 Light +5 Sun Flare: Puts all charms on 25 cooldown Effective talent level: 4.5 Power cost 25 out of 30/30. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 77.97 light damage. At talent level 3 you gain 15% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. 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 | Quasit's Skull (0 def, 12 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Con defense ------ Armor +12 Hardiness +5% Fatigue +5% Physical save +12 (+5 eff.) Stun Resist +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
| On hands | Stone Gauntlets of Harkor'Zun (0 def, 7 armour)7.0 Encumbrance T3 hands armor [Unique] Arcane While equipped: offense ------ Damage +10% acid +5% physical Ignore resists +15% acid +15% physical defense ------ Armor +7 Fatigue +10% Resistance +20% acid +10% physical Max Resistance +10% acid +5% physical other ------- Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
| Tool | Tree of Life2.0 Encumbrance T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con offense ------ Mindpower +7 (+2 eff.) Damage +20% nature defense ------ Resistance +20% blight +20% nature Healmod +25% other ------- Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 9 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
| On fingers | solipsist's gold ring of perseverance0.1 Encumbrance T3 ring jewelry [Ego+] Master/Psionic While equipped: Stats +5 Cun +6 Wil offense ------ Mindpower +7 (+2 eff.) defense ------ Life Regen +4.00 Stun Resist +20% Rings make your fingers look great! |
| On fingers | gold quartz ring0.1 Encumbrance T3 ring jewelry [Ego+] Psionic While equipped: Stats +4 Cun offense ------ On-Hit 22 physical On-Ranged-Hit 13 physical On-Hit (Melee): * 16% chance to reduce all saves and defense by 30 On-Hit (Ranged): * 13% chance to reduce all saves and defense by 30 defense ------ Stun Resist +30% other ------- Hate-on-crit +1.00 Max hate +8.00 Bleeding Edge: Puts all charms on 17 cooldown Effective talent level: 4.5 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
| Around neck | Khelyromidar the steel amulet0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: Stats +5 Dex +5 Cun +5 Con offense ------ Move Speed +10% Ignore resists +25% arcane defense ------ Defense +30 (+6 eff.) Fatigue -6% Unlife -40.00 life Life +80.00 Life Regen +3.00 Blind Resist +20% Stun Resist +20% other ------- Stamina/turn +0.70 Amulets make your neck look great! |
| In main hand | warden's reinforced leather sling of true flight4.0 Encumbrance T4 sling 1H weapon [Ego++] Arcane/Master Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 While equipped: Stats +2 Mag offense ------ Physical Crit +9.0% Damage +8% temporal +8% physical Ignore resists +6% temporal +9% physical Accuracy +8 (+2 eff.) other ------- Reload +3 Masteries +0.10 Chronomancy/Bow Threading Instant Weapon Swap Slings are used to hurl stones or metal shots at your foes. |
| Around waist | Emblem of Evasion1.0 Encumbrance T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck defense ------ Ranged Defense +20 (+4 eff.) Deflect Projectile +15% Slow Projectiles +30% Evasion: (Instant) Effective talent level: 7.2 Power cost 25 out of 30/30. Range melee/personal Cooldown: 15 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 38% chance to evade melee and ranged attacks and 65 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. This item has been sent to the Item's Vault. |
| In off hand | coruscating stralite shield of lightning resistance (+23%) (0 def, 8 armour, 50-59 power, 138 block)7.0 Encumbrance T4 shield armor [Ego+] Arcane/Master When used to Attack: Weapon Damage 49.5 - 59.4 Physical Uses 100% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +4.5% Block +138 On-hit +13 fire While equipped: Stats +3 Str offense ------ When Hit 17 fire defense ------ Armor +8 Fatigue +8% Resistance +23% lightning +15% fire other ------- Talents +1 Block Handheld deflection devices. |
| Cloak | Arythad (17 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: offense ------ Mindpower +5 (+2 eff.) Damage +9% mind defense ------ Defense +17 (+4 eff.) Physical save +7 (+3 eff.) Mind save +16 (+5 eff.) Unlife -50.00 life Disease Resist +10% other ------- Psi when Hit +0.08 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Robe of Force (12 def, 8 armour)2.0 Encumbrance T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +4% Mindpower +8 (+3 eff.) Damage +5% mind +5% physical Ignore resists +10% mind +10% physical defense ------ Armor +8 Defense +12 (+3 eff.) Resistance +15% acid +12% physical +9% all Physical save +10 (+4 eff.) Send out a range 5 beam of kinetic energy, dealing 54.72 to 68.40 physical damage (based on Willpower and Cunning) with knockback. Uses 9 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Inventory
Primal Infusion (affinity 13%; reduction 2; dur 4; cd 18)0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 13% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
movement infusion (speed 544%; cd 18)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 544% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion (heal 207; 15 cd)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 207 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the warrior (heal 429; 17 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 429 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion (res 17%; magical; dur 4; cd 10)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 17% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 29%; physical; dur 4; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 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 29% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune (range 5; phase 17; cd 13)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 5 Cooldown: 13 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 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 17%, your defense is increased by 17 and all your resistances by 17%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 5; phase 21; cd 18)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 5 Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 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%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune (damage 87; dur 4; cd 19)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 19 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 87.36 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 146; dur 5; cd 14)0.1 Encumbrance rune scroll [Normal] 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 146 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 474; dur 5; 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 474 damage for 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 480; dur 5; 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 create a protective shield absorbing at most 480 damage for 5 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. |
Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.1 Encumbrance tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- 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... |
Earthen Beads0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 3.9 Power cost 29 out of 35/35. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 335 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+3 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
grounding steel amulet of cunning (+2)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun defense ------ Resistance +12% lightning Stun Resist +20% Amulets make your neck look great! |
Glacierparry the gold amulet0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +7 Wil offense ------ Ignore resists +25% arcane Ignore Armor +3 defense ------ Armor +6 Defense +25 (+5 eff.) Resistance +18% cold Physical save +9 (+4 eff.) Amulets make your neck look great! |
gold amulet 'Tempestnigh'0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: Stats +3 Str +15 Dex +8 Cun +6 Con offense ------ Physical Power +10 (+4 eff.) Move Speed +10% Damage +12% lightning +9% physical When Hit 6 lightning defense ------ Defense +10 (+2 eff.) Fatigue -7% Physical save +9 (+4 eff.) Life Regen +4.00 other ------- Stamina/turn +1.10 Amulets make your neck look great! |
clarifying stralite amulet of healing0.1 Encumbrance T4 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +14% mind Healmod +16% Cut Resist +40% Confus Resist +29% Heal: Puts all charms on 29 cooldown Effective talent level: 2.5 Power cost 29 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 290 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
mindweaver's stralite amulet of manastreaming0.1 Encumbrance T4 amulet jewelry [Ego++] Arcane/Psionic While equipped: Stats +3 Mag +3 Wil offense ------ Mindpower +13 (+4 eff.) Spellpower/crit +4 defense ------ Mind save +10 (+3 eff.) Confus Resist +18% other ------- Mana/turn +0.46 Max mana +20.00 Amulets make your neck look great! |
copper ring of lightning (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +11% lightning defense ------ Resistance +22% lightning Rings make your fingers look great! |
titan's copper ring of fire (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con offense ------ Damage +11% fire defense ------ Resistance +22% fire Physical save +6 (+3 eff.) Rings make your fingers look great! |
warrior's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Str defense ------ Armor +6 Rings make your fingers look great! |
wizard's copper ring of blight (+10%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag offense ------ Damage +10% blight defense ------ Resistance +10% blight Spell save +6 (+3 eff.) Rings make your fingers look great! |
Lustrebringer the steel ring0.1 Encumbrance T2 ring jewelry [Rare] Psionic While equipped: Stats +5 Str +3 Mag offense ------ Damage +6% lightning Ignore resists +10% light defense ------ Crit Resistance 15.00% Mind save +6 (+2 eff.) Confus Resist +24% other ------- Light +3 Rings make your fingers look great! |
Wheel of Fate0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: Stats +8 Mag +5 Wil +12 Cun offense ------ Physical Crit +1.0% Physical Power +5 (+2 eff.) Spellpower +14 (+8 eff.) Mindpower +7 (+2 eff.) Accuracy +10 (+3 eff.) Ignore Armor +2 defense ------ Resistance +2% physical Physical save +6 (+3 eff.) 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? |
conjurer's steel ring of luminosity0.1 Encumbrance T2 ring jewelry [Ego++] Arcane While equipped: Stats +5 Wil +5 Mag offense ------ Spellpower +6 (+4 eff.) On-Hit 12 light On-Ranged-Hit 10 light Damage +12% light Rings make your fingers look great! |
sneakthief's steel ring of darkness (+20%)0.1 Encumbrance T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +6 Cun +5 Dex offense ------ Damage +10% darkness Accuracy +6 (+2 eff.) defense ------ Resistance +20% darkness Rings make your fingers look great! |
Writhing Ring of the Hunter0.1 Encumbrance T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
marksman's stralite ring of the mind (+14%)0.1 Encumbrance T4 ring jewelry [Ego] Master/Psionic While equipped: Stats +7 Dex offense ------ Damage +14% mind Accuracy +14 (+4 eff.) defense ------ Resistance +14% mind Rings make your fingers look great! |
stralite ring0.1 Encumbrance T4 ring jewelry [Normal] Rings make your fingers look great! |
Gravitational Staff (30-36 power, 8 apr, physical element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 35 [Unique] Arcane Weapon Damage 30.0 - 36.0 Gravity pin Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +8 Attack Speed 100% While equipped: offense ------ Spell Crit +7% Spellpower +25 (+13 eff.) Damage +20% physical +10% temporal defense ------ Resistance +15% physical other ------- Masteries +0.10 Chronomancy/Gravity +0.10 Chronomancy/Matter +0.10 Spell/Earth Gravity Spike: Effective talent level: 4.5 Power cost 12 out of 14/14. Range 6 Cooldown: 6 Travel.spd instantaneous Is: a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 84.33 physical (gravity) damage. Each target moved beyond the first increases the damage by 10.54 (up to a maximum of 42.17 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
elven-wood magestaff of might (25-30 power, 5 apr, lightning element)5.0 Encumbrance T4 staff 2H weapon Reqs Mag 35 [Ego] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +13% Spellpower +12 (+7 eff.) Damage +25% lightning other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel battleaxe (30-44 power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon Reqs Str 24 [Normal] Weapon Damage 29.5 - 44.2 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% Massive two-handed battleaxes. |
stralite battleaxe of massacre (56-83 power, 3 apr)3.0 Encumbrance T4 battleaxe 2H weapon Reqs Str 35 [Ego] Master Weapon Damage 55.5 - 83.2 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +7.5% Attack Speed 100% Massive two-handed battleaxes. |
dwarven-steel greatmaul (40-59 power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon Reqs Str 24 [Normal] Weapon Damage 39.5 - 59.2 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% Massive two-handed mauls. |
arcing stralite greatmaul (54-81 power, 3 apr)5.0 Encumbrance T4 greatmaul 2H weapon Reqs Str 35 [Ego] Arcane Weapon Damage 54.0 - 81.0 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 24 damage Massive two-handed mauls. |
balanced stralite greatmaul of crippling (52-79 power, 3 apr)5.0 Encumbrance T4 greatmaul 2H weapon Reqs Str 35 [Ego+] Master Weapon Damage 52.5 - 78.8 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.5% Attack Speed 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +9.0% Accuracy +13 (+4 eff.) defense ------ Defense +13 (+3 eff.) Disarm Resist +34% Massive two-handed mauls. |
stralite greatmaul of persecution (56-84 power, 3 apr)5.0 Encumbrance T4 greatmaul 2H weapon Reqs Str 35 [Ego] Disrupt Weapon Damage 56.0 - 84.0 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.5% Attack Speed 100% Damage Against +19% Unnatural While equipped: Stats +6 Wil Massive two-handed mauls. |
Silasekira the Pitchvein (70-111 power, 3 apr)3.0 Encumbrance T4 greatsword 2H weapon Reqs Str 35 [Rare] Master Weapon Damage 69.5 - 111.2 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On-Hit, radius 1 +20 physical On-crit, radius 2 +16 darkness While equipped: offense ------ Damage +15% darkness defense ------ Defense +20 (+4 eff.) other ------- See Invis +9 Massive two-handed swords. |
Warmaster Gnarg's Murderblade (60-96 power, 19 apr)3.0 Encumbrance T4 greatsword 2H weapon Reqs Str 35 [Unique] Master Weapon Damage 60.0 - 96.0 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +19 Critical Rate +10.0% Attack Speed 100% Damage Against +20% Living On Hit: * 10% chance to send the wielder into a killing frenzy While equipped: Stats +15 Str +5 Dex +15 Con defense ------ Resist Against +20% Living other ------- Masteries +0.30 Technique/Berserker's strength +0.20 Technique/Two-handed weapons +0.20 Technique/Two-handed maiming +0.20 Technique/Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
hateful stralite greatsword (48-77 power, 3 apr)3.0 Encumbrance T4 greatsword 2H weapon Reqs Str 35 [Ego] Psionic Weapon Damage 48.0 - 76.8 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On-hit +10 darkness Damage Against +14% Living Massive two-handed swords. |
blazebringer's stralite longsword (30-42 power, 5 apr)3.0 Encumbrance T4 longsword 1H weapon Reqs Str 35 [Ego+] Nature Weapon Damage 30.0 - 42.0 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% On-crit, radius 2 +33 fire While equipped: offense ------ Global Speed +5% Ignore resists +12% fire Sharp, long, and deadly. |
stralite longsword (36-50 power, 5 apr)3.0 Encumbrance T4 longsword 1H weapon Reqs Str 35 [Normal] Weapon Damage 35.5 - 49.7 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% Sharp, long, and deadly. |
thought-forged stralite mace of massacre (46-64 power, 5 apr)3.0 Encumbrance T4 mace 1H weapon Reqs Str 35 [Ego] Master/Psionic Weapon Damage 45.5 - 63.7 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% On-hit +9 mind On Hit: * 10% chance to reduce all saves and defense by 30 While equipped: Stats +4 Cun +3 Wil Blunt and deadly. |
dwarven-steel waraxe (18-26 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Normal] Weapon Damage 18.5 - 25.9 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% One-handed war axes. |
stralite waraxe (29-41 power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon Reqs Str 35 [Normal] Weapon Damage 29.0 - 40.6 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% One-handed war axes. |
hateful stralite dagger (30-39 power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Ego] Psionic Weapon Damage 30.0 - 39.0 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-hit +16 darkness Damage Against +11% Living Sharp, short and deadly. |
inquisitor's stralite dagger of rage (31-40 power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Ego++] Disrupt/Master Weapon Damage 31.0 - 40.3 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On Crit: * Deals 83 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) While equipped: Stats +5 Str offense ------ Damage +11% physical Accuracy +16 (+4 eff.) Sharp, short and deadly. |
pulsing mindstar (13-14 power, 32 apr, nature damage)3.0 Encumbrance T4 mindstar 1H weapon Reqs Wil 35 [Normal] Nature Weapon Damage 13.0 - 14.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+3 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Scorpion's Tail (28-31 power, 8 apr)3.0 Encumbrance T3 whip 1H weapon [Unique] Nature Weapon Damage 28.0 - 30.8 Physical Uses 100% Dex Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +8 Critical Rate +5.0% Attack Speed 125% On-hit +22 poison +22 bleed On Hit: 30% Disarm 3 While equipped: offense ------ Accuracy +10 (+3 eff.) other ------- See Stealth +9 See Invis +9 A long whip of linked metal joints finished with a viciously sharp barb leaking terrible venom. |
enhanced hardened leather sling of cunning (+6)4.0 Encumbrance T3 sling 1H weapon [Ego+] Nature/Master Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 While equipped: Stats +6 Str +5 Dex +5 Mag +5 Wil +8 Cun +3 Con offense ------ Ignore resists +5% physical Slings are used to hurl stones or metal shots at your foes. |
reinforced leather sling4.0 Encumbrance T4 sling 1H weapon [Normal] Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +9 Slings are used to hurl stones or metal shots at your foes. |
flaming quiver of elven-wood arrows (18/18, 46-64 power, 14 apr)3.0 Encumbrance T4 arrow ammo [Ego] Arcane Weapon Damage 46.0 - 64.4 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +14 Critical Rate +2.5% Capacity 18 On-Hit, radius 1 +15 fire Arrows are used with bows to pierce your foes to death. |
Pouch of the Subconscious (20/20, 38-46 power, 15 apr)3.0 Encumbrance T4 shot ammo [Unique] Psionic Weapon Damage 38.0 - 45.6 Physical Uses 10% Wil, 50% Cun, 70% Dex Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Capacity 20 On-ranged-hit +25 mind +30 mind slow On Hit: * 50% chance to reload 1 ammo You find yourself constantly fighting an urge to handle this strange pouch of shot. This item has been sent to the Item's Vault. |
pouch of stralite shots (21/21, 46-55 power, 5 apr)3.0 Encumbrance T4 shot ammo [Normal] Weapon Damage 45.5 - 54.6 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +5.5% Capacity 21 Shots are used with slings to pummel your foes to death. |
coruscating dwarven-steel shield of winter (0 def, 6 armour, 30-36 power, 73.5 block)7.0 Encumbrance T3 shield armor [Ego++] Arcane/Nature When used to Attack: Weapon Damage 30.0 - 36.0 Physical Uses 100% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +3.5% Block +74 On-hit +13 cold +15 fire While equipped: Stats +4 Str +3 Wil offense ------ On shield block: * Deals 165 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) When Hit 12 fire defense ------ Armor +6 Fatigue +8% Resistance +14% cold +13% fire other ------- Talents +1 Block Handheld deflection devices. |
corrosive stralite shield (0 def, 8 armour, 44-53 power, 142.5 block)7.0 Encumbrance T4 shield armor [Ego+] Arcane When used to Attack: Weapon Damage 44.5 - 53.4 Physical Uses 100% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +4.5% Block +142 On-hit +18 acid While equipped: Stats +3 Con offense ------ When Hit: * 13% chance to reduce armor by 21% defense ------ Armor +8 Fatigue +8% Resistance +13% acid other ------- Talents +1 Block Handheld deflection devices. |
reinforced stralite shield (0 def, 13 armour, 42-51 power, 180.5 block)7.0 Encumbrance T4 shield armor [Ego] Master When used to Attack: Weapon Damage 42.5 - 51.0 Physical Uses 100% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +4.5% Block +180 While equipped: defense ------ Armor +13 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
stralite shield (0 def, 8 armour, 44-52 power, 139.5 block)7.0 Encumbrance T4 shield armor [Normal] When used to Attack: Weapon Damage 43.5 - 52.2 Physical Uses 100% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +4.5% Block +140 While equipped: defense ------ Armor +8 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
dispeller's cashmere robe (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego+] Arcane While equipped: defense ------ Resistance +8% lightning +8% darkness +8% light +8% blight +7% fire +8% cold +11% all Physical save +13 (+5 eff.) Spell save +24 (+12 eff.) Mind save +13 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Worm Nest (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag offense ------ Spell Crit +8% Spellpower +15 (+8 eff.) Move Speed +32% Damage +22% blight defense ------ Resistance +13% all Damage Reduction +22 all Carrion Feet: Effective talent level: 4.5 Power cost 13 out of 20/20. Range 9 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 37%. You can also activate this talent to instantly destroy more worms, letting you jump in range 9 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
silk robe (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Normal] While equipped: defense ------ Resistance +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Normal] While equipped: defense ------ Resistance +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven silk robe of Angolwen (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego+] Arcane While equipped: Stats +6 Mag +4 Wil offense ------ Spell Crit +5% Spellpower +20 (+11 eff.) Spellpower/crit +3 defense ------ Resistance +13% all Spell save +21 (+10 eff.) Silence Resist +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven silk robe of lightning (+33%) (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego] Arcane/Nature While equipped: offense ------ Spell Crit +2% Spellpower +4 (+3 eff.) Damage +22% lightning defense ------ Resistance +33% lightning +13% all Spell save +15 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
troll-hide cured leather armour of the deep (6 def, 6 armour)9.0 Encumbrance T2 light armor [Ego++] Nature While equipped: defense ------ Armor +6 Defense +6 (+1 eff.) Fatigue +7% Resistance +8% acid +5% cold Life +30.00 Life Regen +4.60 Healmod +12% other ------- Breathe water A suit of armour made of leather. |
Gloomnail the reinforced leather armour (12 def, 7 armour)9.0 Encumbrance T4 light armor Reqs Str 18 [Rare] Master While equipped: offense ------ Damage +24% darkness Ignore resists +15% blight +25% darkness +25% acid defense ------ Armor +7 Defense +12 (+3 eff.) Fatigue +8% Resistance +9% acid +9% physical +15% blight Physical save +14 (+5 eff.) A suit of armour made of leather. |
reinforced leather armour (12 def, 7 armour)9.0 Encumbrance T4 light armor Reqs Str 18 [Normal] While equipped: defense ------ Armor +7 Defense +12 (+3 eff.) Fatigue +8% A suit of armour made of leather. |
reinforced leather armour of resilience (12 def, 7 armour)9.0 Encumbrance T4 light armor Reqs Str 18 [Ego] Nature While equipped: defense ------ Armor +7 Defense +12 (+3 eff.) Fatigue +8% Life +39.00 A suit of armour made of leather. |
dwarven-steel mail armour (3 def, 8 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Normal] While equipped: defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
Cuirass of the Thronesmen (20 def, 32 armour)17.0 Encumbrance T4 massive armor Reqs - Massive armour training ,Str 44 [Unique] Master While equipped: Stats +6 Con defense ------ Armor +32 Hardiness +10% Defense +20 (+4 eff.) Fatigue +15% Resistance +25% darkness +25% fire Physical save +40 (+14 eff.) Healmod -30% Stun Resist +40% Knockbk Resist +40% This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. |
fortifying stralite plate armour of Eyal (0 def, 13 armour)17.0 Encumbrance T4 massive armor Reqs - Massive armour training ,Str 48 [Ego++] Nature/Master While equipped: Stats +4 Str +4 Con defense ------ Armor +13 Fatigue +22% Life +101.00 Life Regen +5.00 Healmod +15% A suit of armour made of metal plates. |
hardened leather belt1.0 Encumbrance T3 belt armor [Normal] A belt that goes around your waist. |
hardened leather belt1.0 Encumbrance T3 belt armor [Normal] A belt that goes around your waist. |
hardened leather belt1.0 Encumbrance T3 belt armor [Normal] A belt that goes around your waist. |
hardened leather belt of containment1.0 Encumbrance T3 belt armor [Ego+] Arcane While equipped: defense ------ Anomaly Control +12 Life +64.00 other ------- Max mana +49.00 Max stamina +29.00 Max hate +13.00 Max psi +28.00 Max vim +23.00 Max positive +25.00 Max negative +25.00 A belt that goes around your waist. |
cashmere cloak of fog (9 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego+] Nature While equipped: defense ------ Defense +9 (+2 eff.) Resistance +15% light +16% fire Stealth +10 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak of protection (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego] Arcane While equipped: defense ------ Defense +2 (+1 eff.) Spell save +10 (+5 eff.) Mind save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak of the Shaloren (2 def, 7 armour)2.0 Encumbrance T3 cloak armor [Ego] Arcane/Master While equipped: Stats +2 Mag +3 Wil defense ------ Armor +7 Defense +2 (+1 eff.) Resistance +15% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
traveler's pair of hardened leather boots of invasion (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego+] Master While equipped: offense ------ Physical Crit +2.0% Physical Power +4 (+2 eff.) Ignore resists +11% physical defense ------ Armor +3 Fatigue -6% Physical save +7 (+3 eff.) other ------- Encumbrance +35 A pair of boots made of leather. |
Cinderfeet (3 def, 5 armour)2.0 Encumbrance T4 feet armor [Unique] Arcane While equipped: Stats +4 Cun +4 Mag offense ------ Damage +18% fire defense ------ Armor +5 Defense +3 (+1 eff.) Fatigue +6% Resistance +20% cold other ------- Light +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 18 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
Veludhethra (0 def, 5 armour)1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats +8 Con offense ------ On-Hit 5 nature Damage +4% nature Ignore resists +15% physical defense ------ Armor +5 Resistance +6% nature +3% cold Cut 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. |
drakeskin leather gloves (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Normal] While equipped: defense ------ Armor +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Normal] While equipped: defense ------ Armor +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Normal] While equipped: defense ------ Armor +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves 'Flaretouch' (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Rare] Master While equipped: Stats +8 Str +6 Dex offense ------ Ignore resists +15% physical Accuracy +24 (+6 eff.) Ignore Armor +5 defense ------ Armor +3 Resistance +6% fire Unlife -80.00 life other ------- Max stamina +30.00 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. |
temporal drakeskin leather gloves of strength (+4) (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Ego] Arcane/Master While equipped: Stats +4 Str offense ------ Physical Power +10 (+4 eff.) On-Hit 5 temporal On-Ranged-Hit 14 temporal Damage +7% temporal defense ------ Armor +3 Resistance +6% temporal 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. |
Spellhunt Remnants (1 def, 2 armour)1.5 Encumbrance T1 hands armor [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil offense ------ Mind Crit +3% Mindpower +4 (+1 eff.) Damage +5% nature Ignore resists +5% nature defense ------ Armor +2 Defense +1 (+0 eff.) Spell save +4 (+2 eff.) Life +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
Ruthless Grip (0 def, 5 armour)1.5 Encumbrance T4 hands armor [Unique] Psionic While equipped: offense ------ On-Hit 15 darkness 15 cold Damage +20% darkness +20% cold defense ------ Armor +5 Unlife -100.00 life Healmod -10% other ------- Max hate +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Instill Fear: Effective talent level: 4.5 Power cost 17 out of 30/30. Range 8 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 27.52 mind and 21.93 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 24% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 24. Terrified: Deals 6.40 mind and 5.10 darkness damage per turn and increases cooldowns by 38%. Haunted: Causes the target to suffer 10.76 mind and 8.58 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
cinder voratun gauntlets (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Ego] Nature While equipped: offense ------ On-Hit 12 fire Damage +6% fire defense ------ Armor +3 Fatigue +5% Resistance +7% fire 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. |
voratun gauntlets (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Normal] While equipped: defense ------ Armor +3 Fatigue +5% 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. |
voratun gauntlets (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Normal] While equipped: defense ------ Armor +3 Fatigue +5% 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. |
voratun gauntlets of butchering (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Ego+] Disrupt While equipped: offense ------ Physical Power +7 (+3 eff.) Accuracy +11 (+3 eff.) Ignore Armor +9 defense ------ Armor +3 Fatigue +5% Resistance +15% blight Spell save +11 (+5 eff.) 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. |
cashmere wizard hat (2 def, 0 armour)2.0 Encumbrance T3 head armor [Normal] While equipped: defense ------ Defense +2 (+1 eff.) A pointy cloth hat, very wizardly... |
hardened leather cap (0 def, 3 armour)2.0 Encumbrance T3 head armor [Normal] While equipped: defense ------ Armor +3 Fatigue +3% A cap made of leather. |
hardened leather cap of knowledge (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego+] Psionic While equipped: Stats +3 Cun +3 Wil offense ------ Mindpower +4 (+1 eff.) defense ------ Armor +3 Fatigue +3% A cap made of leather. |
leafwalker's dwarven-steel helm of absorption (0 def, 4 armour)3.0 Encumbrance T3 head armor [Ego+] Nature While equipped: defense ------ Armor +4 Fatigue +4% Resistance +7% nature Spell save +5 (+2 eff.) Life +52.00 Healmod +13% other ------- Stamina when Hit +1.70 Equi when Hit +1.50 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
The Black Crown (0 def, 15 armour)3.0 Encumbrance T4 head armor [Unique] Arcane/Master While equipped: Stats +10 Wil +10 Con defense ------ Armor +15 Fatigue +5% Resistance +20% darkness +20% blight other ------- Masteries +0.20 Corruption/Demonic pact +0.20 Corruption/Demon seeds Shadow Power +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
5 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. |
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 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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 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. |
7 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. |
8 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. |
5 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. |
8 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 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical 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. |
8 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. |
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. |
4 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 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. |
4 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. |
sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+4 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+4 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
280 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. |
Demonic Soul0.0 Encumbrance T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Cut Drem Arm2.0 Encumbrance T3 gross misc [Unique] Unknown While equipped: offense ------ When Hit 25 darkness defense ------ Disarm Resist +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
Blood-Runed Athame1.0 Encumbrance misc [Plot Item] An athame, covered in blood runes. It radiates power. |
Plumpkin Plumpkin15.0 Encumbrance T3 plant misc [Plot Item] Unknown While carried: offense ------ Damage +2% all Against +20% Immovable Become the plumpkin. Uses 82 power out of 100/100 The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
dwarven-steel pickaxe of Reknor (dig speed 15 turns)3.0 Encumbrance T3 digger tool [Ego+] Master While equipped: Stats +2 Str defense ------ Resistance +6% darkness +6% fire While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Orb of Many Ways1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 (1/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 power out of 236/400 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. |
extending iron torque of clear mind [power 1] (21 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 21 cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
Telekinetic Core2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil offense ------ Physical Power +3 (+1 eff.) Mindpower +3 (+1 eff.) Damage +6% physical defense ------ Resistance +5% physical Physical save +12 (+5 eff.) Psionic Pull: Effective talent level: 4.5 Power cost 15 out of 35/35. Range melee/personal Cooldown: 6 Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 92 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
yew totem of thorny skin [power 37] (17 cooldown)2.0 Encumbrance T3 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 37 and armour hardiness by 50% Puts all charms on 17 cooldown Natural totems are made by powerful wilders to store nature power. |
elven-wood wand of shielding [power 326] (17 cooldown)2.0 Encumbrance T4 wand charm [Ego] Arcane Create a shield absorbing up to 326 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
overpowered elven-wood wand of shielding [power 650] (24 cooldown)2.0 Encumbrance T4 wand charm [Ego] Arcane Create a shield absorbing up to 650 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 24 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
piercing elven-wood wand of lightning storm [power 290] (13 cooldown)2.0 Encumbrance T4 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 59 lightning damage and will be dazed for 1 turn (295 total damage) Puts all charms on 13 cooldown 100% to increase all damage penetration by 19% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "The Illusory Castle"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
A dangerous secret (Nightmare (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Slingolof the Halfling Skirmisher level 30
22nd Pyre 123rd year of Ascendancy at 09:01 see stats
A different point of view (Nightmare (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Slingolof the Halfling Skirmisher level 25
28th Regrowth 123rd year of Ascendancy at 16:27 see stats
Against all odds (Nightmare (Roguelike) difficulty)
Killed Ukruk in the ambush.By Slingolof the Halfling Skirmisher level 29
76th Regrowth 123rd year of Ascendancy at 20:43 see stats
Arachnophobia (Nightmare (Roguelike) difficulty)
Destroyed the spydric menace.By Slingolof the Halfling Skirmisher level 34
34th Pyre 123rd year of Ascendancy at 02:40 see stats
Are you out of your mind?! (Nightmare (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Slingolof the Halfling Skirmisher level 34
41st Pyre 123rd year of Ascendancy at 07:44 see stats
Brave new world (Nightmare (Roguelike) difficulty)
Went to the Far East and took part in the war.By Slingolof the Halfling Skirmisher level 33
31st Pyre 123rd year of Ascendancy at 02:28 see stats
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Slingolof the Halfling Skirmisher level 24
26th Regrowth 123rd year of Ascendancy at 06:02 see stats
Catch that Plumpkin! (Nightmare (Roguelike) difficulty)
Finish the Plumpkin event.By Slingolof the Halfling Skirmisher level 30
9th Pyre 123rd year of Ascendancy at 17:59 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Slingolof the Halfling Skirmisher level 14
9th Haze 122nd year of Ascendancy at 18:35 see stats
Destroyer's bane (Nightmare (Roguelike) difficulty)
Killed Golbug the Destroyer.By Slingolof the Halfling Skirmisher level 31
27th Pyre 123rd year of Ascendancy at 21:01 see stats
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun.By Slingolof the Halfling Skirmisher level 21
49th Haze 122nd year of Ascendancy at 22:31 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Slingolof the Halfling Skirmisher level 19
38th Haze 122nd year of Ascendancy at 17:10 see stats
Fear me not! (Nightmare (Roguelike) difficulty)
Survived the Fearscape!By Slingolof the Halfling Skirmisher level 33
32nd Pyre 123rd year of Ascendancy at 16:39 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Slingolof the Halfling Skirmisher level 25
28th Regrowth 123rd year of Ascendancy at 16:02 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Slingolof the Halfling Skirmisher level 10
8th Mirth 122nd year of Ascendancy at 22:04 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Slingolof the Halfling Skirmisher level 20
39th Haze 122nd year of Ascendancy at 10:56 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Slingolof the Halfling Skirmisher level 30
76th Regrowth 123rd year of Ascendancy at 20:43 see stats
Size is everything (Nightmare (Roguelike) difficulty)
Did over 1500 damage in one attack.By Slingolof the Halfling Skirmisher level 26
61st Regrowth 123rd year of Ascendancy at 22:18 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Slingolof the Halfling Skirmisher level 22
77th Haze 122nd year of Ascendancy at 11:21 see stats
Sliders (Nightmare (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Slingolof the Halfling Skirmisher level 32
27th Pyre 123rd year of Ascendancy at 22:13 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Slingolof the Halfling Skirmisher level 7
78th Pyre 122nd year of Ascendancy at 07:08 see stats
The Legend of Garkul (Nightmare (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Slingolof the Halfling Skirmisher level 25
28th Regrowth 123rd year of Ascendancy at 16:27 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Slingolof the Halfling Skirmisher level 22
79th Haze 122nd year of Ascendancy at 03:57 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Slingolof the Halfling Skirmisher level 25
32nd Regrowth 123rd year of Ascendancy at 09:18 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Slingolof the Halfling Skirmisher level 22
78th Haze 122nd year of Ascendancy at 16:07 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Slingolof the Halfling Skirmisher level 24
5th Allure 123rd year of Ascendancy at 12:47 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Slingolof the Halfling Skirmisher level 16
28th Haze 122nd year of Ascendancy at 18:05 see stats
Vampire crusher (Nightmare (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Slingolof the Halfling Skirmisher level 28
75th Regrowth 123rd year of Ascendancy at 20:37 see stats
Log
Something hits Slingolof for (34 flat reduction), 22 lightning (22 total damage).
Something hits Slingolof for (34 flat reduction), (57 reacted , -6 stam), 73 lightning (73 total damage).
Slingolof is hexed.
Slingolof uses Infusion: Movement.
Slingolof is moving at extreme speed!
Ran for 2 turns (stop reason: taken damage).
Slingolof recovers sight.
Slingolof slows down.
Overpowered greater multi-hued wyrm's caustic mire area effect hits Slingolof for (10 flat reduction), 0 acid (0 total damage).
Burning from Multi-hued drake hits Slingolof for (34 flat reduction), 60 fire (60 total damage).
Slingolof uses Track.
Slingolof slows down.
Overpowered greater multi-hued wyrm breathes lightning!
Slingolof reacts to damage from Overpowered greater multi-hued wyrm, mitigating the blow!.
Slingolof resists the stun!
Overpowered greater multi-hued wyrm resists the stun!
Slingolof damages herself through Martyrdom!
Overpowered greater multi-hued wyrm hits Slingolof for (1 flat reduction), 0 nature (0 total damage).
Overpowered greater multi-hued wyrm hits Slingolof for (1 flat reduction), 0 nature (0 total damage).
Burning from Multi-hued drake hits Overpowered greater multi-hued wyrm for 0 fire damage.
Multi-hued drake hits Slingolof for (1 flat reduction), 0 nature (0 total damage).
Deadly Poison from Slingolof hits Overpowered greater multi-hued wyrm for 58 nature damage.
Deadly Poison from Slingolof hits Multi-hued drake for 25 nature damage.
Deadly Poison from Slingolof hits Overpowered greater multi-hued wyrm for 30 nature damage.
Deadly Poison from Slingolof hits Overpowered greater multi-hued wyrm for 26 nature damage.
Overpowered greater multi-hued wyrm hits Overpowered greater multi-hued wyrm for 34 lightning damage.
Overpowered greater multi-hued wyrm hits Slingolof for (2 flat reduction), 0 nature, (34 flat reduction), (109 reacted , -6 stam), 140 lightning (140 total damage).
Slingolof the level 34 halfling skirmisher was zapped to death by an overpowered greater multi-hued wyrm on level 2 of Vor Armoury.
Space restabilizes around you.

















































































































































