Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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:
EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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 Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Doomelf |
Class | Archmage |
Level / Exp | 32 / 79% |
Size | medium |
Lifes / Deaths | Killed by Glywyn the black ooze at level 22 on the 21st Haze 122nd year of Ascendancy at 11:31 1 / 5Killed by skeleton warrior at level 24 on the 42nd Haze 122nd year of Ascendancy at 08:16 Killed by Ivothra the storm drake hatchling at level 27 on the 7th Decay 122nd year of Ascendancy at 11:22 Killed by Lord of Skulls (warrior) at level 31 on the 25th Regrowth 123rd year of Ascendancy at 22:21 Killed by Kra'Tor the Gluttonous at level 32 on the 31st Regrowth 123rd year of Ascendancy at 08:11 |
Primary Stats
Strength | 21 (base 10) |
Dexterity | 16 (base 10) |
Constitution | 16 (base 10) |
Magic | 87 (base 60) |
Willpower | 78 (base 60) |
Cunning | 25 (base 15) |
Resources
Life | 350/350 |
Mana | 803/803 |
Healing Factor | 1.0545771506545 |
Regeneration | 6.5911071915906 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
See Stealth | 12 |
See Invisible | 19 |
Offense: Mainhand
Damage | 32 |
Accuracy | 22 |
Crit Chance | 12% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 64 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 44 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Acid | +13% |
Physical | +12% |
Cold | +13% |
All | 0% |
Darkness | +7% |
Light | +51% |
Temporal | +6% |
Lightning | +6% |
Fire | +66% |
Nature | +6% |
Offense: Damage Penetration
Acid | +55% |
Temporal | +45% |
Lightning | +40% |
Physical | +40% |
Fire | +65% |
All | +25% |
Defense: Base
Armour (hardiness) | 17 (35.65183292883%) |
Defense | 63 |
Ranged Defense | 63 |
Fatigue | 0 |
Physical Save | 20 |
Spell Save | 38 |
Mental Save | 35 |
Defense: Resistances
Acid | + 52%( 70%) |
Cold | + 39%( 70%) |
All | + 11%( 70%) |
Darkness | + 24%( 70%) |
Light | + 52%( 70%) |
Temporal | + 30%( 70%) |
Lightning | + 16%( 70%) |
Fire | + 59%( 70%) |
Nature | + 16%( 70%) |
Defense: Immunities
Stun Resistance | 77% |
Silence Resistance | 20% |
Instadeath Resistance | 100% |
Confusion Resistance | 51% |
Inscriptions (4/4)
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 451% 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. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 77 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (121 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 535 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Spell / Temporal | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Spell / Air | 1.30 |
| 2/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Phantasm | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Spell / Wildfire | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Race / Doomelf | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
beneficial effect | Increases defense by 8. Mobile Defense |
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 do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Norgos Lair. Escort: lost defiler (level 2 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the lost warrior from death by Link. Escort: lost warrior (level 1 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved Constitution by +5. | done |
You failed to protect the lost warrior from death by Ivedheta the white wolf. Escort: lost warrior (level 3 of Trollmire) | failed |
You failed to protect the repented thief from death by Link. Escort: repented thief (level 2 of Old Forest) | failed |
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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 wretchling eyeball. * You've found the needed vial of greater demon bile. * You've found the needed pouch of luminous horror dust. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * '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 faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | undeterred pair of hardened leather boots of evasion (5 def, 3 armour) undeterred pair of hardened leather boots of evasion (5 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego++] Arcane/Master While equipped: defense ------ Armor +3 Defense +5 (+1 eff.) Silence Resist +20% Confus Resist +20% Stun Resist +22% Evasion: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 17% chance to evade melee and ranged attacks and 7 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Light source | Airspire the alchemist's lamp Airspire the alchemist's lamp1.0 Encumbrance T3 lite [Rare] Psionic While equipped: offense ------ Damage +6% nature Ignore resists +15% lightning When Hit 6 darkness defense ------ Resistance +6% darkness +6% lightning Mind save +5 (+2 eff.) other ------- Light +4 See Stealth +12 See Invisibility +13 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Radhydorak the cashmere wizard hat (22 def, 0 armour) Radhydorak the cashmere wizard hat (22 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +4 Str +1 Dex +4 Cun offense ------ Damage +13% acid defense ------ Defense +22 (+5 eff.) Resistance +19% acid +3% fire Stun Resist +20% A pointy cloth hat, very wizardly... |
Tool | ash totem of healing 'Magmawire' [power 200] (15 cooldown) ash totem of healing 'Magmawire' [power 200] (15 cooldown)2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: offense ------ Damage +6% fire Ignore resists +25% acid +25% fire defense ------ Resistance +21% acid +9% darkness Heal yourself and all friendly characters within 10 spaces for 200 Puts all charms on 15 turn cooldown 100% to heal for 62. Natural totems are made by powerful wilders to store nature power. |
On fingers | gold ring 'Drekan' gold ring 'Drekan'0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +6 Mag +6 Wil offense ------ Mind Crit +1% Critical power +5.00% Spellpower +8 (+2 eff.) Mindpower +10 (+4 eff.) Damage +13% cold Ignore resists +20% temporal defense ------ Resistance +6% temporal +26% cold Life Regen +6.00 Stun Resist +35% other ------- Max psi +10.00 Rings make your fingers look great! |
On fingers | gold ring 'Splendourblack' =light res= gold ring 'Splendourblack' =light res=0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Psionic While equipped: offense ------ Damage +41% light Ignore resists +15% physical defense ------ Resistance +46% light Mind save +9 (+4 eff.) Confus Resist +31% other ------- Stamina/turn +2.00 Rings make your fingers look great! |
Around waist | Yvybrera Yvybrera1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +2 Wil offense ------ Spellpower +20 (+5 eff.) Spellpower/crit +6 defense ------ Resistance +6% temporal +6% cold +6% fire A belt that goes around your waist. |
In main hand | Emelominor the Burnmaim (15-18 power, 3 apr, fire element) Emelominor the Burnmaim (15-18 power, 3 apr, fire element)5.0 Encumbrance T2 staff 2H weapon [Rare] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +2 Dex offense ------ Physical Crit +4.0% Spell Crit +2% Spellpower +6 (+1 eff.) Damage +6% lightning +27% fire defense ------ Armor +4 Defense +10 (+2 eff.) Resistance +18% fire Physical save +9 (+5 eff.) other ------- Mana/turn +0.16 Max mana +50.00 Max stamina +20.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | Torchmire (0 def, 2 armour) Torchmire (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Arcane While equipped: Stats +1 Wil offense ------ Critical power +20.00% Spellpower +15 (+3 eff.) On-Hit 5 temporal On-Ranged-Hit 10 temporal Damage +6% temporal Ignore resists +15% fire defense ------ Armor +2 Resistance +9% temporal other ------- Vim-on-crit +2.00 Max mana +40.00 Max vim +10.00 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. |
Main armor | cashmere robe 'Corpseusher' (0 def, 0 armour) cashmere robe 'Corpseusher' (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Rare] Nature While equipped: Stats +7 Str +3 Wil +3 Cun offense ------ Damage +33% fire defense ------ Resistance +27% fire +6% nature +11% all other ------- Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | cashmere cloak 'Mardoblek' (2 def, 8 armour) cashmere cloak 'Mardoblek' (2 def, 8 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +2 Dex +4 Wil +3 Cun defense ------ Armor +8 Defense +2 (+0 eff.) Resistance +6% acid Unlife -80.00 life other ------- Stamina/turn +3.00 See Invisibility +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Aerymina the stralite amulet Aerymina the stralite amulet0.1 Encumbrance T4 amulet jewelry [Random Unique] Arcane While equipped: Stats +2 Str +8 Mag offense ------ Critical power +5.00% Spellpower/crit +8 On-Hit 11 light 13 darkness Damage +12% physical +10% light +7% darkness Ignore resists +5% acid Accuracy +15 (+7 eff.) When Hit: * 11% chance to reduce damage dealt by 23% * 9% chance to blind defense ------ Defense +5 (+1 eff.) other ------- Mana/turn +0.81 Max mana +56.00 Amulets make your neck look great! |
Inventory
movement infusion of the psychic (speed 659%; cd 14) movement infusion of the psychic (speed 659%; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 659% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 423; 13 cd) regeneration infusion of the sneak (heal 423; 13 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 423 life over 5 turns. 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. |
regeneration infusion of the wizard (heal 598; 16 cd) regeneration infusion of the wizard (heal 598; 16 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 598 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 19%; mental, physical; dur 2; cd 15) wild infusion (res 19%; mental, physical; dur 2; cd 15)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 19% for 2 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. |
acid wave rune (damage 133; dur 4; cd 22) acid wave rune (damage 133; dur 4; cd 22)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 22 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 133.34 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. |
biting gale rune of the wizard (damage 273; dur 4; cd 15) biting gale rune of the wizard (damage 273; dur 4; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 272.78 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the sneak (regen 750% over 10 turns; mana 38; cd 14) manasurge rune of the sneak (regen 750% over 10 turns; mana 38; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 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 750% for 10 turns (110 total) and instantly restoring 38 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
manasurge rune of the titan (regen 696% over 10 turns; mana 35; cd 16) manasurge rune of the titan (regen 696% over 10 turns; mana 35; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 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 696% for 10 turns (102 total) and instantly restoring 35 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 37; cd 15) shatter afflictions rune of the duelist (absorb 37; 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 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 37 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 45; cd 21) shatter afflictions rune of the sneak (absorb 45; cd 21)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 21 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 45 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 Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 66; cd 19) shatter afflictions rune of the titan (absorb 66; cd 19)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 19 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 66 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 49; cd 16) shatter afflictions rune of the warrior (absorb 49; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 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 49 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the titan (absorb 146; dur 4; cd 17) shielding rune of the titan (absorb 146; dur 4; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 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 4 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
The Black Core The Black Core0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Withering Orbs 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 Invisibility +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... |
Armoregohell Armoregohell0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: offense ------ Mind Crit +5% Critical power +20.00% Physical Power +12 (+6 eff.) Spellpower +13 (+3 eff.) Mindpower +7 (+3 eff.) Damage +6% mind +7% all defense ------ Mind save +9 (+4 eff.) other ------- EQ when Hit +0.08 Rings make your fingers look great! |
Elemental Fury Elemental Fury0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Hailspitter the steel ring =5 CON= Hailspitter the steel ring =5 CON=0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +6 Str +5 Con offense ------ Physical Power +9 (+5 eff.) Damage +9% cold defense ------ Resistance +3% temporal +15% fire +5% arcane +12% nature Rings make your fingers look great! |
Torchpierce the copper ring =stun res= Torchpierce the copper ring =stun res=0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +4 Cun +1 Wil offense ------ Mindpower +15 (+5 eff.) Damage +3% mind When Hit 2 mind 4 fire defense ------ Life Regen +1.00 Stun Resist +21% Rings make your fingers look great! |
Vargh Redemption Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 20.19 cold and 20.01 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
Zanyrach the Jetcut Zanyrach the Jetcut0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +7 Con offense ------ Damage +6% darkness Ignore resists +15% darkness defense ------ Resistance +3% darkness Physical save +14 (+7 eff.) Life Regen +2.00 Stun Resist +25% Rings make your fingers look great! |
copper ring 'Cracklemalice' copper ring 'Cracklemalice'0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Damage +9% lightning defense ------ Armor +2 Resistance +9% lightning +3% fire +5% arcane Life Regen +2.00 Disease Resist +20% Stun Resist +20% Rings make your fingers look great! |
mule's copper ring of lightning (+20%) mule's copper ring of lightning (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +10% lightning defense ------ Fatigue -5% Resistance +20% lightning other ------- Encumbrance +20 Rings make your fingers look great! |
psionicist's steel ring of fire (+22%) psionicist's steel ring of fire (+22%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +5 Wil offense ------ Damage +11% fire defense ------ Resistance +22% fire Mind save +10 (+5 eff.) Rings make your fingers look great! |
solipsist's steel ring of power solipsist's steel ring of power0.1 Encumbrance T2 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +4 Cun +5 Wil offense ------ Physical Power +5 (+3 eff.) Spellpower +6 (+1 eff.) Mindpower +10 (+4 eff.) Rings make your fingers look great! |
steel ring steel ring0.1 Encumbrance T2 ring jewelry [Normal] Rings make your fingers look great! |
stralite ring 'Iceblow' =big stats= stralite ring 'Iceblow' =big stats=0.1 Encumbrance T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +9 Str +7 Dex +7 Con offense ------ Physical Power +9 (+5 eff.) Damage +9% mind +6% cold Ignore resists +10% cold Accuracy +14 (+7 eff.) defense ------ Resistance +9% blight +9% cold +5% nature Poison Resist +21% Disease Resist +26% Rings make your fingers look great! |
warrior's copper ring of perseverance warrior's copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Str defense ------ Armor +6 Life Regen +2.00 Stun Resist +20% Rings make your fingers look great! |
Malelathakor the Voidfist (30-40 power, 7 apr) Malelathakor the Voidfist (30-40 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Rare] Master Weapon Damage 30.5 - 39.6 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-crit, radius 2 +8 darkness While equipped: offense ------ Damage +15% acid When Hit 8 acid On-Hit (Melee): * 20% chance to reduce damage dealt by 23% defense ------ Resistance +18% darkness +3% acid Sharp, short and deadly. |
balanced dwarven-steel dagger of corruption (19-25 power, 7 apr) balanced dwarven-steel dagger of corruption (19-25 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego+] Arcane/Master Weapon Damage 19.0 - 24.7 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: 20% Curse of Death level 3 While equipped: offense ------ Accuracy +7 (+3 eff.) defense ------ Defense +8 (+2 eff.) Disarm Resist +28% Sharp, short and deadly. |
Xeradabeth (63-94 power, 3 apr) Xeradabeth (63-94 power, 3 apr)5.0 Encumbrance T4 greatmaul 2H weapon Reqs Str 35 [Random Unique] Arcane/Master Weapon Damage 63.0 - 94.5 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.5% Attack Speed 100% On-hit +23 cold On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +8 Dex offense ------ Physical Crit +21.0% Combat Speed +10% Ignore resists +15% blight Accuracy +27 (+13 eff.) Massive two-handed mauls. |
elemental dwarven-steel greatsword of torment (39-62 power, 2 apr) elemental dwarven-steel greatsword of torment (39-62 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Ego++] Arcane/Psionic Weapon Damage 39.0 - 62.4 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On Hit: * Create an explosion dealing 106 acid damage (1/turn) * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: offense ------ Damage +21% acid Ignore resists +19% acid Massive two-handed swords. |
Vorarerith the yew longbow Vorarerith the yew longbow4.0 Encumbrance T3 longbow 2H weapon Reqs Dex 24 Shoot [Rare] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 On-Hit, radius 1 +8 mind While equipped: offense ------ Physical Crit +12.0% Critical power +10.00% Mindpower +20 (+7 eff.) Damage +15% mind Ignore resists +10% blight +10% mind Accuracy +17 (+8 eff.) When Hit 4 mind defense ------ Resistance +15% blight Longbows are used to shoot arrows at your foes. |
horrifying pulsing mindstar of resolve (12-14 power, 32 apr, mind damage) horrifying pulsing mindstar of resolve (12-14 power, 32 apr, mind damage)3.0 Encumbrance T4 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 12.5 - 13.8 Mind 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: Stats +3 Wil offense ------ Mind Crit +4% Mindpower +8 (+3 eff.) On-Hit 6 mind 7 darkness Damage +4% mind +4% darkness defense ------ Spell save +6 (+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. |
resonating thorny mindstar (8-8 power, 24 apr, mind damage) resonating thorny mindstar (8-8 power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 7.5 - 8.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+2 eff.) Damage +4% mind Ignore resists +4% mind defense ------ Resistance +4% mind Resonance +8% other ------- Psi when Hit +1.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Hare-Skin Sling Hare-Skin Sling4.0 Encumbrance T3 sling 1H weapon Reqs Dex 35 Shoot [Unique] Nature Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 While equipped: Stats +10 Lck offense ------ Physical Crit +5.0% Move Speed +20% defense ------ Defense +10 (+2 eff.) other ------- Masteries +0.20 Cunning/Survival Inertial Shot: Effective talent level: 3.0 Power cost 8 out of 8/8. Range melee/personal Cooldown: 8 Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
Brandshear (20-24 power, 4 apr, fire element) Brandshear (20-24 power, 4 apr, fire element)5.0 Encumbrance T3 staff 2H weapon [Rare] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+2 eff.) Damage +29% fire Ignore resists +5% fire defense ------ Resistance +15% temporal Anomaly Control +10 Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Talents +1 Command Staff On Spell Hit: 10% Sun Ray level 3 Staves designed for wielders of magic, by the greats of the art. |
Galeterror the yew magestaff (20-24 power, 4 apr, lightning element) Galeterror the yew magestaff (20-24 power, 4 apr, lightning element)5.0 Encumbrance T3 staff 2H weapon [Rare] Nature Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+2 eff.) Damage +26% lightning +6% light Ignore resists +30% lightning +15% light defense ------ Defense +9 (+2 eff.) Resistance +3% lightning +18% fire other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.3 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 152.19 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Jettorrent the elm magestaff (10-12 power, 2 apr, lightning element) Jettorrent the elm magestaff (10-12 power, 2 apr, lightning element)5.0 Encumbrance T1 staff 2H weapon [Rare] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+0 eff.) Spellpower/crit +3 Damage +15% blight +10% lightning When Hit 2 darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 23% defense ------ Resistance +6% lightning other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Kindlereeve (15-18 power, 3 apr, lightning element) Kindlereeve (15-18 power, 3 apr, lightning element)5.0 Encumbrance T2 staff 2H weapon [Random Unique] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +9% Spellpower +6 (+1 eff.) Spellpower/crit +3 Damage +15% lightning defense ------ Resistance +3% lightning +6% fire +6% blight Physical save +12 (+6 eff.) Spell save +14 (+5 eff.) Mind save +14 (+6 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Penitence (15-18 power, 4 apr, fire element) Penitence (15-18 power, 4 apr, fire element)5.0 Encumbrance T2 staff 2H weapon [Unique] Arcane/Nature Weapon Damage 15.0 - 18.0 Nature Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +14% Spellpower +3 (+0 eff.) defense ------ Resistance +30% blight +30% fire Affinity +20% fire Spell save +15 (+6 eff.) other ------- Talents +1 Command Staff Cure up to 5 diseases or poisons (based on Magic). Uses 10 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
ash magestaff 'Maluchak' (15-18 power, 3 apr, lightning element) ash magestaff 'Maluchak' (15-18 power, 3 apr, lightning element)5.0 Encumbrance T2 staff 2H weapon [Rare] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Critical power +20.00% Physical Power +10 (+5 eff.) Spellpower +6 (+1 eff.) Damage +15% lightning Accuracy +15 (+7 eff.) Ignore Armor +2 When Hit 4 mind defense ------ Unlife -40.00 life other ------- Stamina/turn +3.00 Mana/turn +0.22 Hate-on-crit +4.00 Max mana +58.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash magestaff 'Zubariana' (15-18 power, 3 apr, cold element) ash magestaff 'Zubariana' (15-18 power, 3 apr, cold element)5.0 Encumbrance T2 staff 2H weapon [Rare] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+1 eff.) Damage +15% cold Ignore resists +10% blight +15% temporal +15% mind On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 30 * 20% chance to reduce all saves and defense by 28 defense ------ Armor +6 Defense +5 (+1 eff.) Resistance +6% temporal Anomaly Control +10 other ------- Wards +2 cold Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel elm magestaff of illumination (10-12 power, 2 apr, lightning element) cruel elm magestaff of illumination (10-12 power, 2 apr, lightning element)5.0 Encumbrance T1 staff 2H weapon [Ego] Nature/Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +7% Critical power +11.00% Spellpower +3 (+0 eff.) Damage +10% lightning defense ------ Defense +5 (+1 eff.) other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.6 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 206.29 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
cruel elven-wood vilestaff of fate (25-30 power, 5 apr, blight element) cruel elven-wood vilestaff of fate (25-30 power, 5 apr, blight element)5.0 Encumbrance T4 staff 2H weapon [Ego] Arcane/Master Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +15% Critical power +18.00% Spellpower +12 (+3 eff.) Damage +25% blight defense ------ Physical save +9 (+5 eff.) Spell save +9 (+4 eff.) Mind save +11 (+5 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm magestaff (10-12 power, 2 apr, lightning element) elm magestaff (10-12 power, 2 apr, lightning element)5.0 Encumbrance T1 staff 2H weapon [Normal] Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+0 eff.) Damage +10% lightning other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm magestaff 'Darkstriker' (10-12 power, 2 apr, lightning element) elm magestaff 'Darkstriker' (10-12 power, 2 apr, lightning element)5.0 Encumbrance T1 staff 2H weapon [Rare] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +3 (+0 eff.) Damage +10% lightning +12% cold +6% darkness Ignore resists +5% cold When Hit 2 darkness defense ------ Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +7 (+3 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ethereal yew vilestaff of breaching (20-24 power, 4 apr, blight element) ethereal yew vilestaff of breaching (20-24 power, 4 apr, blight element)5.0 Encumbrance T3 staff 2H weapon [Ego++] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +14 (+3 eff.) Damage +20% blight Ignore resists +10% blight Ignore Shields +10% defense ------ Defense +13 (+3 eff.) Shield Power +10% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging yew magestaff of fate (20-24 power, 4 apr, cold element) surging yew magestaff of fate (20-24 power, 4 apr, cold element)5.0 Encumbrance T3 staff 2H weapon [Ego] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +9 (+2 eff.) Spellpower/crit +4 Damage +20% cold defense ------ Physical save +8 (+4 eff.) Spell save +5 (+2 eff.) Mind save +8 (+4 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
penetrating stralite steamgun of recursion penetrating stralite steamgun of recursion4.0 Encumbrance T4 steamgun 1H weapon Reqs Dex 35 Shoot Steam Pool [Ego++] Arcane/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +9 Projectile Speed +600% On Hit: 10% Shoot level 1 Uses 2.0 Steam While equipped: offense ------ Ignore resists +11% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
arcing stralite waraxe of projection (32-44 power, 5 apr) arcing stralite waraxe of projection (32-44 power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon Reqs Str 35 [Ego+] Arcane/Psionic Weapon Damage 31.5 - 44.1 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% 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) * 25% chance for lightning to strike from the target to a second target dealing 106 damage One-handed war axes. |
hateful dwarven-steel waraxe of daylight (20-29 power, 4 apr) hateful dwarven-steel waraxe of daylight (20-29 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Ego] Arcane/Psionic Weapon Damage 20.5 - 28.7 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +9 darkness +8 light Damage Against +5% Living +8% Undead One-handed war axes. |
Emeleba Emeleba1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats +2 Cun +2 Str offense ------ Mind Crit +2% Spellpower +3 (+0 eff.) Ignore resists +5% mind defense ------ Mind save +6 (+3 eff.) other ------- Max hate +6.00 A belt that goes around your waist. |
Venomshaper Venomshaper1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: defense ------ Resistance +3% acid +6% nature Life Regen +0.80 Healmod +17% Disease Resist +20% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A belt that goes around your waist. |
hardened leather belt hardened leather belt1.0 Encumbrance T3 belt armor [Normal] A belt that goes around your waist. |
insulating rough leather belt of unlife insulating rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego+] Arcane/Master While equipped: defense ------ Resistance +7% blight +6% cold +6% fire The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Blizzardbrace (2 def, 0 armour) Blizzardbrace (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +3 Str +4 Dex +3 Con offense ------ Damage +21% cold Ignore resists +15% acid On-Hit (Melee): * 20% chance to reduce armor by 40% defense ------ Defense +2 (+0 eff.) Resistance +20% blight Spell save +6 (+3 eff.) other ------- Stamina/turn +0.80 Masteries +0.40 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Scorpiontrial (1 def, 0 armour) Scorpiontrial (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +2 Dex offense ------ Damage +3% nature Accuracy +4 (+2 eff.) Ignore Armor +4 defense ------ Defense +1 (+0 eff.) Resistance +6% cold +6% fire Spell save +12 (+5 eff.) other ------- Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Unlightstake (1 def, 0 armour) Unlightstake (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil offense ------ Spell Crit +2% Spellpower +25 (+6 eff.) Ignore resists +5% arcane Ignore Shields +30% When Hit 2 darkness defense ------ Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak (2 def, 0 armour) cashmere cloak (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Normal] While equipped: defense ------ Defense +2 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Obsidianmire' (2 def, 0 armour) cashmere cloak 'Obsidianmire' (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Con offense ------ Damage +9% darkness +18% mind On-Hit (Melee): * 20% chance to reduce damage dealt by 23% * 10% chance to reduce all saves and defense by 28 defense ------ Defense +2 (+0 eff.) Resistance +6% mind Physical save +8 (+4 eff.) Life +48.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak (1 def, 0 armour) linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Normal] While equipped: defense ------ Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
marshal's cashmere cloak (2 def, 0 armour) marshal's cashmere cloak (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego+] Master While equipped: Stats +2 Str +3 Con defense ------ Defense +2 (+0 eff.) Physical save +10 (+5 eff.) Life +60.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Emelybeth the Burnpain (3 def, 2 armour) Emelybeth the Burnpain (3 def, 2 armour)2.0 Encumbrance T1 cloth armor [Rare] Master While equipped: Stats +2 Cun +1 Wil offense ------ Damage +9% mind defense ------ Armor +2 Defense +3 (+1 eff.) Resistance +3% fire +7% all Physical save +16 (+8 eff.) other ------- Psi when Hit +0.04 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Gilodan the woollen robe (0 def, 0 armour) Gilodan the woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Arcane/Nature While equipped: offense ------ Spellpower +12 (+3 eff.) Damage +11% acid +26% physical +7% cold +10% fire +9% all Ignore resists +20% mind defense ------ Resistance +12% acid +28% physical +12% fire +13% cold +9% mind +9% all other ------- Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of Force (12 def, 8 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 (+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 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 44.20 to 55.25 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. |
ancient silk robe (0 def, 0 armour) ancient silk robe (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego+] Arcane While equipped: Stats +2 Mag offense ------ Damage +13% temporal +13% physical Ignore resists +8% temporal +9% physical defense ------ Resistance +13% all Anomaly Control +9 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's linen robe of nature (+10%) (0 def, 0 armour) =DREAMERS= dreamer's linen robe of nature (+10%) (0 def, 0 armour) =DREAMERS=2.0 Encumbrance T1 cloth armor [Ego+] Nature/Psionic While equipped: offense ------ Damage +10% nature defense ------ Resistance +10% darkness +15% nature +10% mind +7% all Physical save +11 (+6 eff.) Spell save +10 (+4 eff.) Mind save +21 (+8 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Normal] While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven silk robe of nature (+21%) (0 def, 0 armour) mindwoven silk robe of nature (+21%) (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +4% Mindpower +4 (+2 eff.) Damage +14% nature defense ------ Resistance +21% nature +13% all Mind save +23 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's silk robe of Linaniil (0 def, 0 armour) stargazer's silk robe of Linaniil (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego++] Arcane While equipped: Stats +2 Cun offense ------ Spell Crit +16% Spellpower +30 (+7 eff.) Damage +19% light +15% darkness defense ------ Resistance +13% all other ------- Mana/turn +0.18 Max mana +63.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken silk robe of blight (+13%) (0 def, 0 armour) timebroken silk robe of blight (+13%) (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego+] Arcane While equipped: Stats +3 Mag +3 Wil offense ------ Spell Crit +3% Spellpower +2 (+0 eff.) Damage +13% blight +12% temporal +11% arcane defense ------ Resistance +13% blight +13% all other ------- Max mana +13.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Adilera the pair of iron boots (0 def, 3 armour) Adilera the pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor Reqs - Heavy armour training [Rare] Master While equipped: Stats +2 Str +2 Con offense ------ Damage +6% mind Ignore resists +10% physical defense ------ Armor +3 Fatigue +2% Resistance +9% mind Unlife -20.00 life Rush: Puts all charms on 25 turn cooldown Effective talent level: 3.0 Power cost 25 out of 25/25. Range 8 Cooldown: 25 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Aregrim (10 def, 4 armour) Aregrim (10 def, 4 armour)3.0 Encumbrance T3 feet armor Reqs - Heavy armour training [Rare] Master While equipped: offense ------ Spell Crit +4% Spellpower/crit +4 On-Hit (Melee): * 20% chance to reduce armor by 40% defense ------ Armor +4 Defense +10 (+2 eff.) Fatigue -4% Resistance +6% darkness Physical save +8 (+4 eff.) Disarm Resist +10% Teleport Resist +20% other ------- Encumbrance +34 Mana/turn +0.20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Glimmerbait (0 def, 3 armour) Glimmerbait (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Damage +9% lightning +18% light Ignore resists +25% mind defense ------ Armor +3 Fatigue -5% Resistance +9% mind +9% light Physical save +11 (+6 eff.) other ------- Encumbrance +34 Light +3 A pair of boots made of leather. |
Shinecutter the pair of rough leather boots (0 def, 1 armour) Shinecutter the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ On-Hit (Melee): * 20% chance to reduce damage dealt by 23% defense ------ Armor +1 Resistance +7% fire +3% light +6% cold A pair of boots made of leather. |
Shineransom (0 def, 1 armour) Shineransom (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Dex +2 Mag +2 Wil +1 Con defense ------ Armor +1 other ------- Stamina/turn +0.40 Max stamina +12.00 Light +3 See Invisibility +3 A pair of boots made of leather. |
dreamer's pair of hardened leather boots of rushing (0 def, 3 armour) dreamer's pair of hardened leather boots of rushing (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego++] Master/Psionic While equipped: Stats +2 Str +3 Wil +3 Cun +4 Con defense ------ Armor +3 Physical save +6 (+3 eff.) Spell save +8 (+3 eff.) Mind save +8 (+4 eff.) Rush: Puts all charms on 25 turn cooldown Effective talent level: 3.0 Power cost 25 out of 25/25. Range 8 Cooldown: 25 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
fleetfooted pair of hardened leather boots of speed (6 def, 3 armour) fleetfooted pair of hardened leather boots of speed (6 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego+] Arcane/Master While equipped: Stats +3 Dex offense ------ Move Speed +25% defense ------ Armor +3 Defense +6 (+1 eff.) A pair of boots made of leather. |
pair of dwarven-steel boots 'Poroda' (0 def, 4 armour) pair of dwarven-steel boots 'Poroda' (0 def, 4 armour)3.0 Encumbrance T3 feet armor Reqs - Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +1 Cun +3 Mag offense ------ Physical Crit +4.0% Mind Crit +8% Physical Power +4 (+2 eff.) Ignore resists +15% temporal +11% darkness +5% mind Ignore Armor +5 defense ------ Armor +4 Fatigue +3% Resistance +15% darkness +16% temporal Out-of-Phase Defense +19 Out-of-Phase Resistance +13% Out-of-Phase Resilience +14% other ------- Max psi +10.00 Spell cooldown 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots 'Vorikira' (0 def, 3 armour) pair of hardened leather boots 'Vorikira' (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Arcane While equipped: offense ------ Spell Crit +6% Critical power +10.00% Spellpower +10 (+2 eff.) Mindpower +10 (+4 eff.) Damage +12% mind defense ------ Armor +3 Silence Resist +36% Confus Resist +32% Stun Resist +38% other ------- EQ when Hit +0.20 Max hate +6.00 Max vim +30.00 A pair of boots made of leather. |
pair of rough leather boots 'Gisalach' (0 def, 3 armour) pair of rough leather boots 'Gisalach' (0 def, 3 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Mag offense ------ Damage +6% arcane defense ------ Armor +3 Resistance +2% physical other ------- Max vim +10.00 Infravision +1 A pair of boots made of leather. |
undeterred pair of dwarven-steel boots (0 def, 4 armour) undeterred pair of dwarven-steel boots (0 def, 4 armour)3.0 Encumbrance T3 feet armor Reqs - Heavy armour training [Ego+] Arcane While equipped: defense ------ Armor +4 Fatigue +3% Silence Resist +36% Confus Resist +22% Stun Resist +23% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of hardened leather boots of strife (0 def, 3 armour) undeterred pair of hardened leather boots of strife (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego++] Arcane/Psionic While equipped: Stats +4 Con +2 Wil offense ------ Mindpower +4 (+2 eff.) Ignore resists +6% physical defense ------ Armor +3 Silence Resist +20% Confus Resist +30% Stun Resist +23% Blindside: Puts all charms on 25 turn cooldown Effective talent level: 1.0 Power cost 25 out of 25/25. Range 6 Cooldown: 12 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 7 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
wanderer's pair of hardened leather boots of void walking (0 def, 3 armour) wanderer's pair of hardened leather boots of void walking (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego++] Arcane/Master While equipped: Stats +1 Cun +1 Con offense ------ Ignore resists +11% darkness +13% temporal defense ------ Armor +3 Resistance +15% darkness +16% temporal Physical save +14 (+7 eff.) Mind save +15 (+6 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +14% Out-of-Phase Resilience +11% A pair of boots made of leather. |
Daygash the voratun gauntlets (0 def, 3 armour) Daygash the voratun gauntlets (0 def, 3 armour)1.5 Encumbrance T4 hands armor Reqs - Heavy armour training [Random Unique] Nature/Disrupt/Master While equipped: Stats +3 Con offense ------ On-Hit 10 nature Damage +5% nature When Hit 2 light 8 cold defense ------ Armor +3 Fatigue +5% Resistance +14% darkness +15% light +17% blight +3% cold +8% arcane +8% nature Affinity +10% nature Physical save +18 (+9 eff.) Spell save +24 (+9 eff.) Mind save +4 (+2 eff.) Disarm Resist +41% other ------- Masteries +0.20 Wild-gift/Antimagic Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 4.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Flamewrought (0 def, 2 armour) 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 89.13 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. |
Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)1.0 Encumbrance T2 hands armor [Unique] Nature While equipped: Stats +5 Wil offense ------ Damage +10% fire defense ------ Armor +4 Resistance +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Effective talent level: 2.0 Power cost 24 out of 24/24. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 180.82 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
iron gauntlets 'Mayoldanor' (5 def, 1 armour) iron gauntlets 'Mayoldanor' (5 def, 1 armour)1.5 Encumbrance T1 hands armor Reqs - Heavy armour training [Rare] Arcane While equipped: Stats +3 Mag offense ------ Damage +4% arcane defense ------ Armor +1 Defense +5 (+1 eff.) Fatigue +1% Resistance +6% acid +1% physical +15% blight +5% arcane +3% temporal Life +80.00 Blind Resist +10% Disarm Resist +20% 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. |
rough leather gloves (0 def, 1 armour) rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 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. |
rough leather gloves of strength (+2) (0 def, 1 armour) rough leather gloves of strength (+2) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Master While equipped: Stats +2 Str offense ------ Physical Power +6 (+3 eff.) defense ------ Armor +1 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. |
Getalar (0 def, 3 armour) =5 con head= Getalar (0 def, 3 armour) =5 con head=2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +7 Str +5 Con offense ------ Mindpower +10 (+4 eff.) Damage +6% physical Ignore Armor +1 defense ------ Armor +3 Fatigue +3% other ------- Stamina/turn +2.00 Max hate +2.00 A cap made of leather. |
Shocknaught the cashmere wizard hat (2 def, 0 armour) Shocknaught the cashmere wizard hat (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Arcane While equipped: offense ------ Spellpower +7 (+1 eff.) Damage +30% lightning Ignore resists +25% lightning +15% cold +15% arcane defense ------ Defense +2 (+0 eff.) Resistance +9% cold other ------- Mana/turn +2.10 Mana when Hit +1.50 Max mana +66.00 Manaflow: Puts all charms on 40 turn cooldown Effective talent level: 2.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 25 Travel.spd instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 15 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Singetorrent (0 def, 3 armour) Singetorrent (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Disrupt While equipped: offense ------ Damage +6% fire Ignore resists +15% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 28 defense ------ Armor +3 Fatigue +3% Resistance +7% blight +18% fire +8% nature +6% mind A cap made of leather. |
cashmere wizard hat (2 def, 0 armour) cashmere wizard hat (2 def, 0 armour)2.0 Encumbrance T3 head armor [Normal] While equipped: defense ------ Defense +2 (+0 eff.) A pointy cloth hat, very wizardly... |
defender's hardened leather cap of fortune (4 def, 10 armour) defender's hardened leather cap of fortune (4 def, 10 armour)2.0 Encumbrance T3 head armor [Ego++] Nature/Master While equipped: Stats +7 Lck offense ------ Physical Crit +4.0% Spell Crit +2% Mind Crit +4% defense ------ Armor +10 Defense +4 (+1 eff.) Fatigue +3% Resistance +3% all Physical save +8 (+4 eff.) A cap made of leather. |
dwarven-steel helm 'Haharaleg' (0 def, 4 armour) dwarven-steel helm 'Haharaleg' (0 def, 4 armour)3.0 Encumbrance T3 head armor Reqs - Heavy armour training [Rare] Master While equipped: Stats +5 Dex defense ------ Armor +4 Fatigue +4% Resistance +14% darkness +3% physical Crit Resistance 5.00% Unlife -60.00 life Life +80.00 Life Regen +2.00 Silence Resist +10% Disarm Resist +20% other ------- Infravision +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding cashmere wizard hat of the mountain (+7%) (2 def, 0 armour) grounding cashmere wizard hat of the mountain (+7%) (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego] Nature While equipped: offense ------ Damage +12% physical defense ------ Defense +2 (+0 eff.) Resistance +7% lightning +12% physical +7% temporal A pointy cloth hat, very wizardly... |
linen wizard hat (1 def, 0 armour) linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Normal] While equipped: defense ------ Defense +1 (+0 eff.) A pointy cloth hat, very wizardly... |
miner's rough leather cap of dexterity (+2) (0 def, 2 armour) miner's rough leather cap of dexterity (+2) (0 def, 2 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +2 Dex defense ------ Armor +2 Fatigue +1% other ------- Infravision +1 A cap made of leather. |
rough leather cap 'Beladil' (0 def, 1 armour) =4 con head= rough leather cap 'Beladil' (0 def, 1 armour) =4 con head=2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +4 Con defense ------ Armor +1 Fatigue +1% Resistance +3% fire Blind Resist +10% Cut Resist +20% Silence Resist +20% A cap made of leather. |
rough leather cap 'Nerona' (0 def, 3 armour) rough leather cap 'Nerona' (0 def, 3 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: defense ------ Armor +3 Fatigue +1% Life +80.00 Poison Resist +10% Stun Resist +10% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Infravision +2 A cap made of leather. |
stabilizing dwarven-steel helm of trickery (0 def, 4 armour) stabilizing dwarven-steel helm of trickery (0 def, 4 armour)3.0 Encumbrance T3 head armor Reqs - Heavy armour training [Ego+] Master While equipped: Stats +3 Cun +4 Dex offense ------ Ignore Armor +6 defense ------ Armor +4 Fatigue +4% Physical save +13 (+7 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
prismatic dwarven-steel mail armour (3 def, 8 armour) prismatic dwarven-steel mail armour (3 def, 8 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training ,Str 28 [Ego] Arcane While equipped: defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Resistance +12% light +13% darkness A suit of armour made of mail. |
rejuvenating iron mail armour of delving (2 def, 4 armour) rejuvenating iron mail armour of delving (2 def, 4 armour)14.0 Encumbrance T1 heavy armor Reqs - Heavy armour training [Ego+] Nature/Master While equipped: Stats +5 Str defense ------ Armor +4 Defense +2 (+0 eff.) Fatigue +12% Resistance +11% darkness +7% physical Life Regen +2.80 other ------- Stamina/turn +0.80 Light +1 Track: Puts all charms on 30 turn cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 14 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
hardened leather armour 'Loruyamas' (9 def, 6 armour) hardened leather armour 'Loruyamas' (9 def, 6 armour)9.0 Encumbrance T3 light armor [Rare] Master While equipped: Stats +5 Mag +9 Con defense ------ Armor +6 Defense +9 (+2 eff.) Fatigue +8% Resistance +22% acid +6% mind Crit Resistance 10.00% Disarm Resist +20% Knockbk Resist +20% A suit of armour made of leather. |
radiant reinforced leather armour (12 def, 7 armour) radiant reinforced leather armour (12 def, 7 armour)9.0 Encumbrance T4 light armor [Ego+] Nature While equipped: Stats +2 Wil defense ------ Armor +7 Defense +12 (+3 eff.) Fatigue +8% Resistance +21% blight +17% darkness other ------- Light +1 A suit of armour made of leather. |
cleansing dwarven-steel plate armour of the deep (0 def, 14 armour) cleansing dwarven-steel plate armour of the deep (0 def, 14 armour)17.0 Encumbrance T3 massive armor Reqs - Massive armour training ,Str 35 [Ego+] Nature/Disrupt While equipped: defense ------ Armor +14 Fatigue +22% Resistance +8% acid +9% cold +12% nature +12% blight other ------- Breathe water A suit of armour made of metal plates. |
10 agate 10 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. |
462 alchemist agate 462 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. |
2 onyx 2 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. |
9 aquamarine 9 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. |
7 opal 7 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. |
6 topaz 6 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 (+2 eff.) Item imbue powers: Defense +4 (+1 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. |
miner's iron pickaxe (dig speed 29 turns) miner's iron pickaxe (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 36 turns) woodsman's iron pickaxe (dig speed 36 turns)3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature defense ------ Resistance +10% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald 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. |
6 spinel 6 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
Shimmerbrawn Shimmerbrawn1.0 Encumbrance T3 lite [Rare] Master While equipped: offense ------ Damage +3% mind When Hit 4 lightning On-Hit (Melee): * 20% chance to reduce armor by 40% * 20% chance to reduce all saves and defense by 28 defense ------ Armor +4 Resistance +8% physical Spell save +12 (+5 eff.) other ------- Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
Wintertide Phial Wintertide Phial2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +2 Infravision +7 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
Zeryhek the brass lantern Zeryhek the brass lantern2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +3 Mag +1 Con defense ------ Resistance +9% lightning +3% fire Physical save +7 (+4 eff.) Spell save +6 (+3 eff.) Healmod +11% 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. |
alchemist's lamp alchemist's lamp1.0 Encumbrance T3 lite [Normal] While equipped: other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp alchemist's lamp1.0 Encumbrance T3 lite [Normal] While equipped: other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp of illusion alchemist's lamp of illusion1.0 Encumbrance T3 lite [Ego+] Psionic While equipped: defense ------ Defense +7 (+2 eff.) Physical save +12 (+6 eff.) Spell save +10 (+4 eff.) Mind save +13 (+6 eff.) other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern 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. |
brass lantern of health brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Life +40.00 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. |
bright alchemist's lamp of the zealot bright alchemist's lamp of the zealot1.0 Encumbrance T3 lite [Ego+] Disrupt/Master While equipped: defense ------ Resistance +3% all Spell save +8 (+3 eff.) other ------- Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
dreamer's alchemist's lamp dreamer's alchemist's lamp1.0 Encumbrance T3 lite [Ego+] Psionic While equipped: offense ------ Mind Crit +7% Mindpower +6 (+2 eff.) defense ------ Mind save +6 (+3 eff.) other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
ethereal alchemist's lamp of clarity ethereal alchemist's lamp of clarity0.0 Encumbrance T3 lite [Ego+] Arcane/Psionic While equipped: Stats +5 Mag offense ------ Spellpower +8 (+2 eff.) defense ------ Mind save +9 (+4 eff.) other ------- Light +6 See Stealth +7 See Invisibility +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
nightwalker's alchemist's lamp of health nightwalker's alchemist's lamp of health1.0 Encumbrance T3 lite [Ego+] Nature While equipped: Stats +4 Wil offense ------ Physical Crit +4.0% Critical power +14.00% Physical Power +7 (+4 eff.) defense ------ Life +51.00 other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
survivor's alchemist's lamp of the zealot survivor's alchemist's lamp of the zealot1.0 Encumbrance T3 lite [Ego+] Nature/Disrupt While equipped: defense ------ Resistance +3% all Physical save +9 (+5 eff.) Spell save +8 (+3 eff.) Healmod +12% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+1 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. |
Crystal Focus Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
2 garnet 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. |
Rod of Annulment (1/1) 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) 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 Chest Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
psychokinetic pouch of voratun shots of grasping (20/21, 50-60 power, 6 apr) psychokinetic pouch of voratun shots of grasping (20/21, 50-60 power, 6 apr)3.0 Encumbrance T5 shot ammo Reqs Dex 48 [Ego++] Nature/Psionic Weapon Damage 50.0 - 60.0 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +7.0% Capacity 21 On-ranged-hit +14 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 178 physical damage * 20% chance to create vines that bind the target to the ground dealing 178 nature damage and pinning them for 3 turns Shots are used with slings to pummel your foes to death. |
Belutira the Murkworth [power 150] (15 cooldown) Belutira the Murkworth [power 150] (15 cooldown)2.0 Encumbrance T2 torque charm [Random Unique] Psionic While equipped: offense ------ Damage +12% blight When Hit 2 blight defense ------ Resistance +3% darkness Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 168 physical damage Puts all charms on 15 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to increase all damage by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Flamelord the steel torque of clear mind [power 2] (25 cooldown) Flamelord the steel torque of clear mind [power 2] (25 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: offense ------ Damage +6% acid +18% fire When Hit 8 acid 10 cold Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Zubokira [power 151] (25 cooldown) Zubokira [power 151] (25 cooldown)2.0 Encumbrance T5 torque charm [Random Unique] Psionic While equipped: offense ------ Damage +6% acid defense ------ Resistance +3% blight +1% physical +12% mind +6% fire Setup a psionic shield, reducing all damage taken by 151 for 5 turns Puts all charms on 25 turn cooldown 100% to gain a 33% chance to evade weapon attacks for 2 turns. 100% to increase the duration of 2 beneficial effects by 2. 100% to increase all damage penetration by 17% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
iron torque of mindblast 'Glimmerwither' [power 110] (15 cooldown) iron torque of mindblast 'Glimmerwither' [power 110] (15 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Physical Power +25 (+13 eff.) Damage +6% acid defense ------ Resistance +6% light Physical save +3 (+2 eff.) Blast the opponent's mind dealing 110 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Layoth the Glitterrace [power 122] (15 cooldown) Layoth the Glitterrace [power 122] (15 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +5% arcane +9% darkness Spell save +18 (+7 eff.) other ------- Light +3 Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
Xerabeth the Shinedash [power 105] (25 cooldown) Xerabeth the Shinedash [power 105] (25 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Damage +3% light When Hit 2 fire defense ------ Resistance +6% lightning +9% darkness other ------- Light +3 Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 210 Base Damage: 114 Armor: 2 All Resist: 9 Puts all charms on 25 turn cooldown 100% to increase the duration of 1 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
5 amethyst 5 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. |
Anistir [power 110] (15 cooldown) Anistir [power 110] (15 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: defense ------ Spell save +3 (+2 eff.) Mind save +9 (+4 eff.) Unlife -40.00 life Life +20.00 Stun Resist +10% Knockbk Resist +20% other ------- Wards +3 acid +3 temporal +2 darkness +2 blight Talents +1 Ward Fire a magical bolt dealing 117 lightning damage Puts all charms on 15 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Manukath the ash wand of shielding [power 206] (20 cooldown) Manukath the ash wand of shielding [power 206] (20 cooldown)2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: offense ------ Damage +12% acid defense ------ Resistance +5% arcane +6% darkness Spell save +15 (+6 eff.) other ------- EQ when Hit +0.16 Hate-on-crit +2.00 Max hate +8.00 Max psi +40.00 Create a shield absorbing up to 206 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to reduce fatigue by 26% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Smolderbile [power 170] (15 cooldown) Smolderbile [power 170] (15 cooldown)2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: offense ------ Damage +6% lightning +12% fire defense ------ Resistance +9% lightning +18% fire Fire a magical bolt dealing 192 cold damage Puts all charms on 15 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 ametrine 4 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. |
4 citrine 4 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. |
5 zircon 5 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
By Link the Doomelf Archmage level 9
2nd Flare 122nd year of Ascendancy at 02:29 see stats
By Link the Doomelf Archmage level 32
29th Regrowth 123rd year of Ascendancy at 11:08 see stats
By Link the Doomelf Archmage level 23
38th Haze 122nd year of Ascendancy at 03:43 see stats
By Link the Doomelf Archmage level 27
67th Haze 122nd year of Ascendancy at 22:13 see stats
By Link the Doomelf Archmage level 6
79th Pyre 122nd year of Ascendancy at 00:45 see stats
By Link the Doomelf Archmage level 10
1st Dusk 122nd year of Ascendancy at 13:11 see stats
By Link the Doomelf Archmage level 20
68th Dusk 122nd year of Ascendancy at 08:25 see stats
By Link the Doomelf Archmage level 30
6th Allure 123rd year of Ascendancy at 22:14 see stats
By Link the Doomelf Archmage level 27
69th Haze 122nd year of Ascendancy at 18:10 see stats
By Link the Doomelf Archmage level 24
54th Haze 122nd year of Ascendancy at 14:55 see stats
By Link the Doomelf Archmage level 26
67th Haze 122nd year of Ascendancy at 09:19 see stats
By Link the Doomelf Archmage level 23
38th Haze 122nd year of Ascendancy at 03:43 see stats
By Link the Doomelf Archmage level 9
9th Flare 122nd year of Ascendancy at 20:56 see stats
By Link the Doomelf Archmage level 15
22nd Dusk 122nd year of Ascendancy at 23:15 see stats
By Link the Doomelf Archmage level 22
20th Haze 122nd year of Ascendancy at 22:52 see stats
By Link the Doomelf Archmage level 15
28th Dusk 122nd year of Ascendancy at 01:34 see stats
Log
Something hits Link for 57 cold, 2 lightning, 4 physical, 5 fire, 9 acid, 2 cold (79 total damage).
Something hits Link for 1 arcane damage.
Link's magic has been disrupted.
Something hits Link for 104 physical damage.
Link recovers sight.
Link speeds up.
Insidious Poison from Kra'Tor the Gluttonous hits Link for 19 nature damage.
LIFE LOST WARNING!
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Link misses Kra'Tor the Gluttonous.
You carry too much--you are encumbered!
Drop some of your items.
Thought-forged bowman shoots!
Kra'Tor the Gluttonous converts some damage to Psi!
Link's cleansing fire area effect hits Kra'Tor the Gluttonous for 27 fire damage.
Burning from Link hits Kra'Tor the Gluttonous for 2 to psi, 43 fire (45 total damage).
Kra'Tor the Gluttonous receives 7 healing (2 psi heal).
Kra'Tor the Gluttonous's manaburn arcane area effect hits Kra'Tor the Gluttonous for 0 arcane damage.
Kra'Tor the Gluttonous's manaburn arcane area effect hits Link for 11 arcane damage.
Thought-forged bowman receives 6 healing.
Link the level 32 doomelf archmage was mana-torn to death by Kra'Tor the Gluttonous on level 4 of Dreadfell.
You have 1 life(s) left.
You are no longer encumbered.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Kra'Tor the Gluttonous's manaburn arcane area effect killed Link!
Saving game...
Saving done.