
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/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! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Higher |
| Class | Arcane Blade |
| Level / Exp | 19 / 37% |
| Size | medium |
| Lifes / Deaths | Killed by elven cultist at level 15 on the 30th Dusk 122nd year of Ascendancy at 22:31 1 / 4Killed by elven cultist at level 15 on the 31st Dusk 122nd year of Ascendancy at 03:46 Killed by Aeradasewyn the Guard at level 19 on the 51st Dusk 122nd year of Ascendancy at 16:25 Killed by Bandit Leader Zubovena at level 19 on the 51st Dusk 122nd year of Ascendancy at 18:29 |
Primary Stats
| Strength | 39 (base 21) |
| Dexterity | 37 (base 21) |
| Constitution | 18 (base 10) |
| Magic | 81 (base 47) |
| Willpower | 20 (base 10) |
| Cunning | 33 (base 17) |
Resources
| Life | 451/451 |
| Mana | 255/255 |
| Stamina | 159/159 |
| Healing Factor | 1.0711363549267 |
| Regeneration | 0.26778408873167 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 8 |
| Infravision | 1 |
| See Stealth | 6 |
| See Invisible | 14 |
Offense: Mainhand
| Damage | 37 |
| Accuracy | 43 |
| Crit Chance | 13% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 13 |
| Accuracy | 43 |
| Crit Chance | 14% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 51 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +63% |
| Fire | +3% |
| Physical | +5% |
| Cold | +6% |
| All | 0% |
Offense: Damage Penetration
| Cold | +10% |
| Lightning | +14% |
| Fire | +10% |
| Acid | +5% |
Defense: Base
| Armour (hardiness) | 32.715258061885 (44.574340358689%) |
| Defense | 38 |
| Ranged Defense | 42 |
| Fatigue | 0 |
| Physical Save | 21 |
| Spell Save | 30 |
| Mental Save | 22 |
Defense: Resistances
| Lightning | + 70%( 70%) |
| Acid | + 10%( 70%) |
| Light | + 6%( 70%) |
| Temporal | + 6%( 70%) |
| Cold | + 28%( 70%) |
| Arcane | + 12%( 70%) |
| Fire | + 16%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 10% |
| Confusion Resistance | 37% |
| Pinning Resistance | 19% |
| Instadeath Resistance | 100% |
| Blind Resistance | 49% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 193 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 57 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 598% 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 Dexterity stat. |
Class Talents
| Technique / Magical combat | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Spell / Aegis | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Stone Skin |
| talent | Arcane Feed |
| talent | Feather Wind |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the lost warrior from death by wolf. Escort: lost warrior (level 2 of Trollmire) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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 |
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. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed length of troll intestine. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed honey tree root. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed red crystal shard. * You've found the needed bear paw. | 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 |
Equipment
| On feet | Gyna the Strikemaster (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +1 Wil offense ------ Mind Crit +1% Damage +12% lightning defense ------ Armor +3 Fatigue +2% Resistance +5% lightning +6% temporal other ------- Hate-on-crit +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Hellsbreaker the alchemist's lamp1.0 Encumbrance T3 lite [Rare] Master While equipped: Stats +4 Dex +2 Mag +2 Con offense ------ Critical power +20.00% Damage +3% fire defense ------ Resistance +3% fire Blind Resist +34% Confus Resist +15% other ------- Light +8 See Stealth +6 See Invis +11 Track: Puts all charms on 40 turn cooldown Effective talent level: 4.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 19 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | linen wizard hat 'Chamidil' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +3 Str +3 Mag offense ------ Damage +11% lightning Ignore resists +5% acid defense ------ Defense +1 (+0 eff.) Resistance +16% lightning +3% acid other ------- See Invis +3 A pointy cloth hat, very wizardly... |
| On hands | Pyreborn the hardened leather gloves (0 def, 8 armour)1.0 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ On-Hit 8 physical Damage +6% lightning +5% physical Ignore resists +10% fire defense ------ Armor +8 Resistance +6% fire +6% light +6% cold 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. |
| Tool | iron torque of gale force 'Isloldara' [power 105] (15 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +1 Dex +1 Wil +6 Cun +1 Con defense ------ Unlife -40.00 life Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 110 physical damage Puts all charms on 15 turn cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
| On fingers | titan's copper ring of lightning (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con offense ------ Damage +11% lightning defense ------ Resistance +22% lightning Physical save +4 (+2 eff.) Rings make your fingers look great! |
| On fingers | conjurer's copper ring of clarity0.1 Encumbrance T1 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +4 Mag +5 Wil offense ------ Spellpower +6 (+2 eff.) defense ------ Mind save +6 (+3 eff.) Confus Resist +22% Rings make your fingers look great! |
| Around neck | copper amulet of manastreaming0.1 Encumbrance T1 amulet jewelry [Ego+] Arcane While equipped: Stats +2 Mag offense ------ Spellpower/crit +2 other ------- Mana/turn +0.10 Max mana +22.00 Amulets make your neck look great! |
| In main hand | elemental iron longsword (10-15 power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Ego+] Arcane Weapon Damage 10.5 - 14.7 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On Hit: * Create an explosion dealing 87 lightning damage (1/turn) While equipped: offense ------ Damage +6% lightning Ignore resists +7% lightning Sharp, long, and deadly. |
| Around waist | hardened leather belt 'Brenyhad'1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +4 Str +4 Mag +3 Con defense ------ Armor +8 Resistance +7% acid +7% cold +7% fire +5% arcane +7% lightning A belt that goes around your waist. |
| In off hand | elemental iron dagger of massacre (15-20 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego+] Arcane/Master Weapon Damage 15.0 - 19.5 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On Hit: * Create an explosion dealing 87 lightning damage (1/turn) While equipped: offense ------ Damage +5% lightning Ignore resists +7% lightning Sharp, short and deadly. |
| Cloak | cashmere cloak of sorcery (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego+] Arcane While equipped: Stats +3 Mag +2 Wil offense ------ Spell Crit +5% defense ------ Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Blizzardmalice (9 def, 6 armour)9.0 Encumbrance T3 light armor [Rare] Master While equipped: offense ------ Damage +12% lightning +6% cold Ignore resists +10% cold On-Hit (Melee): * 20% chance to reduce armor by 35% defense ------ Armor +6 Defense +9 (+3 eff.) Fatigue +8% Resistance +21% lightning +15% cold A suit of armour made of leather. |
Inventory
Primal Infusion (affinity 12%; 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 12% 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. |
healing infusion of the warrior (heal 118; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 118 then cleanse 1 wound, poison, and disease effect. 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. |
movement infusion of the sneak (speed 499%; cd 16)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 499% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 525%; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 525% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
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..." |
manasurge rune of the warrior (regen 834% over 10 turns; mana 42; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 834% for 10 turns (25 total) and instantly restoring 42 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 176; 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 create a protective shield absorbing at most 176 damage for 4 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 185; 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 create a protective shield absorbing at most 185 damage for 4 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. |
cleansing copper amulet of healing0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Disrupt While equipped: defense ------ Resistance +13% nature +12% blight Healmod +10% Poison Resist +20% Disease Resist +22% Cut Resist +50% Heal: Puts all charms on 35 turn cooldown Effective talent level: 1.0 Power cost 35 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 133 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
copper amulet of constitution (+2) =2con=0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con Amulets make your neck look great! |
copper amulet of mastery (0.11 Spell / Fire)0.1 Encumbrance T1 amulet jewelry [Ego] Master While equipped: other ------- Masteries +0.11 Spell/Fire Amulets make your neck look great! |
grounding gold amulet of willpower (+4)0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Wil defense ------ Resistance +10% lightning Stun Resist +22% Amulets make your neck look great! |
grounding gold amulet of willpower (+3)0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil defense ------ Resistance +10% lightning Stun Resist +23% Amulets make your neck look great! |
warrior's gold amulet of willpower (+4)0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Wil defense ------ Resistance +8% physical other ------- Stamina/turn +0.40 Amulets make your neck look great! |
marksman's copper ring of clarity0.1 Encumbrance T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Dex offense ------ Accuracy +6 (+2 eff.) defense ------ Mind save +6 (+3 eff.) Confus Resist +20% Rings make your fingers look great! |
wizard's steel ring0.1 Encumbrance T2 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag defense ------ Spell save +6 (+3 eff.) Rings make your fingers look great! |
acidic steel dagger of projection (12-16 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego+] Arcane/Psionic Weapon Damage 12.5 - 16.2 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Crit: * Splash the target with acid dealing 145 damage over 5 turns and reducing armor and accuracy by 19 Sharp, short and deadly. |
arcing dwarven-steel dagger of massacre (26-33 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego] Arcane/Master Weapon Damage 25.5 - 33.1 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 87 damage Sharp, short and deadly. |
arcing steel dagger of massacre (18-23 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego] Arcane/Master Weapon Damage 18.0 - 23.4 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 87 damage Sharp, short and deadly. |
balanced steel dagger of daylight (11-14 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego] Arcane/Master Weapon Damage 11.0 - 14.3 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +7 light Damage Against +7% Undead While equipped: offense ------ Accuracy +6 (+2 eff.) defense ------ Defense +6 (+2 eff.) Disarm Resist +23% Sharp, short and deadly. |
chilling dwarven-steel dagger (16-20 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego] Arcane Weapon Damage 15.5 - 20.2 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +5 cold Sharp, short and deadly. |
hateful steel dagger of massacre (19-25 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego] Master/Psionic Weapon Damage 19.0 - 24.7 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +6 darkness Damage Against +8% Living Sharp, short and deadly. |
plaguebringer's steel dagger of massacre (18-24 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego+] Arcane/Master Weapon Damage 18.5 - 24.1 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +7 blight On Hit: 20% Epidemic 2 On Hit: * 6% chance to reduce strength, dexterity, and constitution by 25 While equipped: defense ------ Disease Resist +10% Sharp, short and deadly. |
steel dagger of crippling (12-16 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego+] Master Weapon Damage 12.0 - 15.6 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +5.0% Sharp, short and deadly. |
steel dagger of rage (10-13 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego+] Master Weapon Damage 10.0 - 13.0 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +3 Str offense ------ Damage +8% physical Accuracy +7 (+2 eff.) Sharp, short and deadly. |
warbringer's iron dagger of amnesia (10-12 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego++] Master/Psionic Weapon Damage 9.5 - 12.3 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +2 Con offense ------ Physical Power +5 (+1 eff.) Ignore resists +6% physical defense ------ Disarm Resist +11% Sharp, short and deadly. |
steel greatmaul of rage (26-39 power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Ego+] Master Weapon Damage 26.0 - 39.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% While equipped: Stats +3 Str offense ------ Damage +9% physical Accuracy +7 (+2 eff.) Massive two-handed mauls. |
Borodan (13-18 power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Rare] Nature Weapon Damage 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On-hit +6 nature While equipped: Stats +1 Str +1 Wil defense ------ Resistance +3% temporal Crit Resistance 10.00% Healmod +15% Sharp, long, and deadly. |
dwarven-steel longsword of projection (23-32 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Ego+] Psionic Weapon Damage 23.0 - 32.2 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Sharp, long, and deadly. |
elemental steel longsword (14-20 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Ego+] Arcane Weapon Damage 14.0 - 19.6 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: * Create an explosion dealing 87 lightning damage (1/turn) While equipped: offense ------ Damage +12% lightning Ignore resists +7% lightning Sharp, long, and deadly. |
warbringer's steel longsword of persecution (13-18 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Ego+] Disrupt/Master Weapon Damage 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% Damage Against +13% Unnatural While equipped: Stats +1 Wil +2 Con offense ------ Physical Power +5 (+1 eff.) Ignore resists +7% physical defense ------ Disarm Resist +14% Sharp, long, and deadly. |
vined mindstar (5-6 power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Normal] Nature Weapon Damage 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 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. |
Lustremalice (20-24 power, 4 apr, physical element)5.0 Encumbrance T3 staff 2H weapon [Random Unique] Nature/Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +4 Con offense ------ Spell Crit +15% Critical power +22.00% Spellpower +14 (+5 eff.) Damage +20% physical Ignore resists +5% light On-Hit (Melee): * 10 arcane resource burn defense ------ Resistance +3% acid +6% temporal Life Regen +0.50 Healmod +10% other ------- Light +1 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Poranne the Snowpulverizer (20-24 power, 3 apr, lightning element)5.0 Encumbrance T2 staff 2H weapon [Rare] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +2 Cun offense ------ Spell Crit +2% Mind Crit +2% Spellpower +9 (+3 eff.) Damage +20% lightning +9% fire +9% cold Ignore resists +5% cold other ------- Hate-on-crit +3.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash magestaff of power (15-18 power, 3 apr, fire element)5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +14 (+5 eff.) Damage +15% fire other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
hateful steel waraxe of massacre (18-25 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Ego] Master/Psionic Weapon Damage 18.0 - 25.2 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% On-hit +7 darkness Damage Against +7% Living One-handed war axes. |
blurring rough leather belt of transcendence1.0 Encumbrance T1 belt armor [Ego] Master/Psionic While equipped: offense ------ Mindpower +2 (+1 eff.) defense ------ Defense +10 (+4 eff.) Physical save +5 (+3 eff.) Stealth +5 A belt that goes around your waist. |
noble's rough leather belt of life1.0 Encumbrance T1 belt armor [Ego+] Nature/Master While equipped: Stats +4 Cun +4 Wil offense ------ Against +17% Summoned defense ------ Resist Against +15% Summoned Life Regen +0.80 Healmod +11% A belt that goes around your waist. |
Frozennull the linen cloak (21 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Con offense ------ Ignore resists +10% cold On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 25 defense ------ Defense +21 (+7 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Getogen the linen cloak (7 def, 10 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Physical Power +5 (+1 eff.) defense ------ Armor +10 Defense +7 (+3 eff.) Resistance +2% physical Physical save +12 (+6 eff.) other ------- Stamina/turn +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glyna the Oakradiance (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +1 Dex +3 Wil +7 Cun offense ------ Ignore resists +15% nature When Hit 2 mind defense ------ Defense +2 (+1 eff.) Mind save +3 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of the Shaloren (7 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Arcane/Master While equipped: Stats +1 Mag +2 Wil defense ------ Defense +7 (+3 eff.) Physical save +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
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 (+4 eff.) Damage +5% mind +5% physical Ignore resists +10% mind +10% physical defense ------ Armor +8 Defense +12 (+4 eff.) Resistance +15% acid +12% physical +9% all Physical save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 27.44 to 34.30 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
verdant woollen robe of fire (+19%) (0 def, 0 armour) =3con=2.0 Encumbrance T2 cloth armor [Ego+] Nature While equipped: Stats +3 Con offense ------ Damage +8% nature +13% fire defense ------ Resistance +9% all +19% fire Poison Resist +22% Disease Resist +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Lisunor the pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +1 Mag +3 Wil +3 Cun +3 Con offense ------ Damage +6% arcane When Hit 4 physical defense ------ Armor +3 Fatigue +2% Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Unlife -20.00 life other ------- Mana/turn +0.04 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
grounding pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Nature While equipped: defense ------ Armor +1 Resistance +6% lightning +5% temporal A pair of boots made of leather. |
Flamewrought (0 def, 2 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Effective talent level: 3.0 Power cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 32.29 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Searwoe the rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +2 Str offense ------ Physical Power +6 (+2 eff.) defense ------ Armor +1 Resistance +3% nature +12% fire Crit Resistance 5.00% Poison Resist +10% 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. |
Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
hardened leather gloves 'Scorchtrencher' (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Arcane While equipped: Stats +1 Dex +4 Mag offense ------ On-Hit 7 light Damage +5% light When Hit 6 light defense ------ Armor +2 Resistance +5% light +15% fire other ------- Infravision +2 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. |
iron gauntlets of dexterity (+2) (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego] Master While equipped: Stats +2 Dex offense ------ Accuracy +11 (+4 eff.) defense ------ Armor +1 Fatigue +1% 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. |
iron gauntlets of strength (+3) (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego] Master While equipped: Stats +3 Str offense ------ Physical Power +6 (+2 eff.) defense ------ Armor +1 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
restful iron gauntlets of strength (+3) (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego] Master/Psionic While equipped: Stats +3 Str offense ------ Physical Power +6 (+2 eff.) defense ------ Armor +1 Fatigue +1% Life Regen +1.00 other ------- Stamina/turn +0.60 Max stamina +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Duvedesin the iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Wil +3 Cun +1 Con offense ------ Mindpower +3 (+2 eff.) defense ------ Armor +3 Fatigue +5% Resistance +9% mind Physical save +3 (+2 eff.) Unlife -40.00 life other ------- Stamina/turn +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Helm of the Dwarven Emperors (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Wil +4 Mag offense ------ Damage +10% light defense ------ Armor +6 Fatigue +4% Resistance +10% darkness Blind Resist +30% Confus Resist +30% other ------- Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Icewind the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +2 Cun +3 Wil offense ------ Spellpower +15 (+5 eff.) Mindpower +4 (+2 eff.) Damage +3% arcane +3% cold Ignore resists +5% blight defense ------ Armor +1 Fatigue +1% other ------- Max mana +40.00 A cap made of leather. |
Scorchnigh (0 def, 1 armour) =3con=2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Con offense ------ Ignore resists +15% fire defense ------ Armor +1 Fatigue +1% Resistance +3% fire +5% arcane +3% temporal Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A cap made of leather. |
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. |
Yvuldalaith (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Str +3 Wil +2 Cun offense ------ Damage +3% mind On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 25 defense ------ Armor +3 Fatigue +5% other ------- Max psi +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of strength (+3) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Str defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Voidtreason' (11 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +3% light On-Hit (Melee): * 10% chance to reduce damage dealt by 14% defense ------ Defense +11 (+4 eff.) Resistance +6% lightning +6% temporal +3% mind Unlife -80.00 life Life Regen +2.00 Teleport Resist +10% A pointy cloth hat, very wizardly... |
miner's rough leather cap (0 def, 2 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: defense ------ Armor +2 Fatigue +1% other ------- Infravision +1 A cap made of leather. |
rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Normal] While equipped: defense ------ Armor +1 Fatigue +1% A cap made of leather. |
warlord's iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego+] Nature While equipped: Stats +3 Str +4 Wil offense ------ Physical Power +7 (+2 eff.) defense ------ Armor +3 Fatigue +5% Resistance +5% physical Physical save +6 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
enlightening dwarven-steel mail armour of Eyal (3 def, 8 armour)14.0 Encumbrance T3 heavy armor [Ego++] Nature/Psionic While equipped: Stats +4 Cun +4 Wil defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Mind save +10 (+5 eff.) Life +20.00 Life Regen +3.00 Healmod +13% A suit of armour made of mail. |
rejuvenating iron mail armour of lightning resistance (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Ego] Nature/Master While equipped: defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Resistance +15% lightning Life Regen +2.00 other ------- Stamina/turn +0.50 A suit of armour made of mail. |
Sootlore the hardened leather armour (13 def, 10 armour)9.0 Encumbrance T3 light armor [Random Unique] Arcane/Master While equipped: Stats +5 Cun +5 Dex offense ------ Damage +6% blight defense ------ Armor +10 Defense +13 (+5 eff.) Fatigue +8% Resistance +21% temporal +10% light +21% darkness other ------- Mana-on-crit +2.00 A suit of armour made of leather. |
duelist's reinforced leather armour of Eyal (17 def, 13 armour)9.0 Encumbrance T4 light armor [Ego++] Nature/Master While equipped: Stats +3 Cun +4 Dex defense ------ Armor +13 Defense +17 (+6 eff.) Fatigue +8% Life +28.00 Life Regen +3.00 Healmod +10% A suit of armour made of leather. |
enlightening cured leather armour of spell shielding (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego+] Arcane/Psionic While equipped: Stats +4 Cun +3 Wil defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Resistance +6% arcane Spell save +12 (+6 eff.) Mind save +12 (+6 eff.) A suit of armour made of leather. |
marauder's cured leather armour (9 def, 4 armour)9.0 Encumbrance T2 light armor [Ego+] Master While equipped: Stats +5 Str +5 Dex defense ------ Armor +4 Defense +9 (+3 eff.) Fatigue +7% Physical save +10 (+5 eff.) A suit of armour made of leather. |
prismatic cured leather armour of acid resistance (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego] Arcane/Master While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Resistance +16% acid +11% light +11% darkness A suit of armour made of leather. |
rejuvenating cured leather armour of stability (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego] Nature/Master While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Resistance +6% physical Physical save +12 (+6 eff.) Life Regen +2.20 other ------- Stamina/turn +0.60 A suit of armour made of leather. |
rough leather armour (3 def, 2 armour)9.0 Encumbrance T1 light armor [Normal] While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
troll-hide rough leather armour of resilience (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego+] Nature While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Life +51.00 Life Regen +3.10 Healmod +11% A suit of armour made of leather. |
crackling steel shield of the stars (0 def, 4 armour, 39.5 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Ego++] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Dex +1 Mag +1 Cun offense ------ Damage +11% light +11% darkness When Hit 5 lightning defense ------ Armor +4 Fatigue +8% Resistance +13% lightning +11% light +11% darkness other ------- Talents +1 Block Handheld deflection devices. |
reinforced dwarven-steel shield of arcane resistance (+13%) (0 def, 9 armour, 109.5 block)7.0 Encumbrance T3 shield armor Reqs - Shield usage training [Ego] Disrupt/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +9 Fatigue +8% Resistance +13% arcane other ------- Talents +1 Block Handheld deflection devices. |
windwalling steel shield of acid resistance (+19%) (0 def, 4 armour, 40 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Ego+] Master/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Wil defense ------ Armor +4 Fatigue +8% Resistance +19% acid +11% physical Windwall +10 Slow Projectiles +12% other ------- Talents +1 Block Handheld deflection devices. |
deadly quiver of ash arrows of vileness (20/20, 32-45 power, 7 apr)3.0 Encumbrance T2 arrow ammo [Ego] Arcane/Master Weapon Damage 32.0 - 44.8 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.5% Capacity 20 On-ranged-hit +11 blight On Hit: * 8% chance to reduce strength, dexterity, and constitution by 25 Arrows are used with bows to pierce your foes to death. |
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. |
125 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. |
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 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. |
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. |
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. |
Lelahek the Hellvagrant (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Cun +1 Str offense ------ Damage +9% acid Accuracy +4 (+1 eff.) defense ------ Resistance +3% temporal +3% blight +3% fire +6% nature +5% arcane other ------- Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Normal] While equipped: Stats +1 Str While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Brightstreak' (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str offense ------ Damage +3% acid defense ------ Fatigue -5% Resistance +3% nature +5% arcane Mind save +12 (+6 eff.) Life +20.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 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. |
Heart of the Sandworm Queen0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Bethemira the Shockbraze2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Critical power +5.00% Damage +9% lightning Ignore resists +5% lightning On-Hit (Melee): * 20% chance to reduce damage dealt by 14% defense ------ Resistance +3% lightning Life +44.00 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. |
Brightpiety the brass lantern2.0 Encumbrance T1 lite [Rare] Psionic While equipped: offense ------ Damage +6% light +6% fire Ignore resists +15% fire defense ------ Resistance +3% light Mind save +6 (+3 eff.) other ------- Light +3 See Stealth +5 See Invis +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. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(69 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
alchemist's lamp 'Splendourmoon'1.0 Encumbrance T3 lite [Rare] Nature While equipped: offense ------ When Hit 2 light defense ------ Armor +2 Resistance +3% lightning +2% physical +6% light Mind save +9 (+4 eff.) Life +49.00 Stun Resist +10% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: 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. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
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. |
innervating ash totem of healing [power 170] (15 cooldown)2.0 Encumbrance T2 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 170 Puts all charms on 15 turn cooldown 100% to reduce fatigue by 20% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
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. |
piercing ash wand of shielding [power 182] (20 cooldown)2.0 Encumbrance T2 wand charm [Ego] Arcane Create a shield absorbing up to 182 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to increase all damage penetration by 14% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
3 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. |
5 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. |
3 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. |
Achievements
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By NotTheRun the Higher Arcane Blade level 10
2nd Summertide 122nd year of Ascendancy at 10:08 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By NotTheRun the Higher Arcane Blade level 9
4th Mirth 122nd year of Ascendancy at 21:32 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By NotTheRun the Higher Arcane Blade level 9
7th Mirth 122nd year of Ascendancy at 13:05 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By NotTheRun the Higher Arcane Blade level 17
43rd Dusk 122nd year of Ascendancy at 21:02 see stats
Log
NotTheRun activates Arcane Feed.
Saving done.
Talent Whirlwind is ready to use.
Talent Stone Skin is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
Talent Feather Wind is ready to use.
NotTheRun activates Stone Skin.
Talent Born into Magic is ready to use.
NotTheRun activates Feather Wind.
Talent Infusion: Regeneration is ready to use.
Talent Shielding is ready to use.
Talent Aegis is ready to use.
Talent Displacement Shield is ready to use.
Rested for 28 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).
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).
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).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).




























































































































