












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Nekarcos's Quality of Life 09: Automation 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Provides the player various settings that control which objects will automatically be excluded from transmogrification.
Adds two bindable keys to [Key Bindings] that lets you wait for either 100 or X many turns.
Adds a bindable key to [Key Bindings] that causes your currently-controlled character to perform a single, AI-controlled action during combat.
When replacing a usable object with another usable object, all of the old object's talent hotkeys will be replaced with the new object's hotkey as well. Stability: High Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
No Prodigy Requirements 1.7.4Prodigies have minimal requirements - usually none. 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. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Friendly Patrols 1.7.4Changes Maj-Eyal & Far East world map patrols to always be friendly by altering their faction (and hate for arcane magic). Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Online Character Sheet Extras 1.7.4Adds some features to your online character sheet: CompatibilityThis addon superloads the following functions non-destructively: This addon uses the ToME:PlayerDumpJSON hook. Changelog1.0.0: Weight: 723658 ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! 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 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 | Female |
| Race | Drem |
| Class | Stone Warden |
| Level / Exp | 50 / 1319% |
| Size | big |
| Lifes / Deaths | Killed by shadow at level 8 on the 28th Voratun 122nd year of Ascendancy at 03:27 0 / 8Killed by Islithra the rogue at level 10 on the 22nd Dearth 122nd year of Ascendancy at 05:13 Killed by Ivowen the giant red ant at level 22 on the 18th Shortage 122nd year of Ascendancy at 17:43 Killed by Yvoseba the treant at level 23 on the 20th Shortage 122nd year of Ascendancy at 12:49 Killed by Islita the Guard at level 23 on the 20th Shortage 122nd year of Ascendancy at 17:45 Killed by Aerunn the snow giant at level 26 on the 3rd Iron 123rd year of Ascendancy at 12:27 Killed by Warmaster Gnarg at level 39 on the 22nd Profit 123rd year of Ascendancy at 08:45 Killed by overpowered greater multi-hued wyrm at level 40 on the 26th Profit 123rd year of Ascendancy at 06:54 |
Primary Stats
| Strength | 116 (base 60) |
| Dexterity | 29 (base 17) |
| Constitution | 29 (base 8) |
| Magic | 91 (base 60) |
| Willpower | 107 (base 60) |
| Cunning | 65 (base 42) |
Resources
| Life | 1436/1436 |
| Mana | 801/801 |
| Equilibrium | 45 |
| Healing Factor | 1.2524687383468 |
| Regeneration | 2.8180546612802 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 15 |
| Infravision | 5 |
| See Stealth | 58.637072247758 |
| See Invisible | 62.637072247758 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 307 |
| Accuracy | 53 |
| Crit Chance | 56% |
| APR | 23 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 151 |
| Accuracy | 53 |
| Crit Chance | 56% |
| APR | 23 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 87 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Mind
| Mindpower | 80 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Crit. mult. | +179% |
| Physical | +53% |
| Nature | +58% |
| Temporal | +43% |
| Fire | +55% |
| Arcane | +96% |
| Cold | +49% |
| All | +22% |
Offense: Damage Penetration
| Acid | +5% |
| Blight | +5% |
| Arcane | +65% |
| Fire | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 83.830096535534 (62.946778433524%) |
| Defense | 64 |
| Ranged Defense | 64 |
| Fatigue | 0 |
| Physical Save | 62 |
| Spell Save | 53 |
| Mental Save | 78 |
Defense: Resistances
| Acid | + 44%( 74%) |
| Blight | + 49%( 74%) |
| Arcane | + 45%( 74%) |
| Cold | + 42%( 74%) |
| All | + 34%( 74%) |
| Crit. shrug | +13% |
| Lightning | + 48%( 74%) |
| Light | + 34%( 74%) |
| Temporal | + 41%( 74%) |
| Physical | + 74%( 74%) |
| Mind | + 38%( 74%) |
| Fire | + 40%( 74%) |
| Nature | + 49%( 74%) |
Defense: Immunities
| Disarm Resistance | 60% |
| Silence Resistance | 94% |
| Bleed Resistance | 9% |
| Confusion Resistance | 100% |
| Knockback Resistance | 29% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 48% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: StormshieldUse 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 56 up to 7 times. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 143 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. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 824% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 20% for 3 turns. Also removes cross-tier effects of the affected types for free. |
Class Talents
| Wild-gift / Earthen vines | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Dwarven nature | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Spell / Eldritch shield | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Eldritch stone | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Spell / Deeprock | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Race / Drem | 1.00 |
| 3/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Stone Skin |
| talent | Stone Vines |
| talent | Shards |
| talent | Premonition |
| talent | Eldritch Infusion |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by Emelemibrevena the rattlesnake. Escort: lone alchemist (level 2 of Norgos Lair) | failed |
You failed to protect the lone alchemist from death by Emana the copperhead snake. Escort: lone alchemist (level 3 of Old Forest) | failed |
You successfully escorted the lost tinker to the recall portal on level 7 of Dreadfell. Escort: lost tinker (level 7 of Dreadfell)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved Strength by +5. | done |
You failed to protect the lost warrior from death by Journey's End. Escort: lost warrior (level 4 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 1 of Dreadfell. Escort: worried loremaster (level 1 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 8 of Dreadfell. Escort: worried loremaster (level 8 of Dreadfell)As a reward you improved Strength by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed pouch of luminous horror dust. * You've found the needed vial of fire wyrm saliva. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have failed to destroy the Worm in time, the Sanctuary has been destroyed. | failed |
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 within | active |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Glomira (0 def, 14 armour) =main=3.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +4 Cun +4 Con defense ------ Armor +14 Fatigue +4% Resistance +9% blight +9% fire Physical save +25 (+7 eff.) Mind save +37 (+8 eff.) Cut Resist +10% Silence Resist +67% Confus Resist +41% Stun Resist +50% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Infravision +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Samazilatar the Seartreason =final hour=1.0 Encumbrance T5 lite [Rare] Master While equipped: Stats +6 Wil +4 Con offense ------ Spell Crit +3% Damage +18% arcane +33% fire defense ------ Defense +40 (+10 eff.) Resistance +6% arcane Mind save +18 (+4 eff.) Blind Resist +48% Silence Resist +26% Confus Resist +30% other ------- Light +11 See Stealth +21 See Invisibility +25 Track: Puts all charms on 25 turn cooldown Effective talent level: 3.0 Power cost 25 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 22 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | voratun helm 'Mucusweeper' (0 def, 5 armour) =main=3.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +19 Str +12 Wil offense ------ Physical Power +11 (+1 eff.) Damage +3% arcane +9% nature Ignore resists +25% arcane When Hit 2 arcane defense ------ Armor +5 Fatigue +5% Resistance +12% physical +5% arcane +9% nature Physical save +14 (+4 eff.) Mind save +12 (+3 eff.) other ------- Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Gloves of the Firm Hand (0 def, 8 armour) =main=1.0 Encumbrance T3 hands armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +8 Disarm Resist +40% Stun Resist +30% Knockbk Resist +30% other ------- Cooldown Clinch -2 Unarmed combat: Weapon Damage 19.0 - 20.9 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +7.0% Attack Speed 100% On Hit: 20% Clinch level 3 On Hit: 10% Maim level 3 On Hit: 10% Take Down level 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
| Tool | stralite torque of psionic shield 'Gleta' [power 99] (16 cooldown) =main=2.0 Encumbrance T4 torque charm [Random Unique] Psionic While equipped: Stats +4 Wil offense ------ Spellpower +15 (+3 eff.) Ignore resists +5% arcane other ------- Vim-on-crit +2.00 Max vim +10.00 Setup a psionic shield, reducing all damage taken by 99 for 5 turns Puts all charms on 16 turn cooldown 100% to heal for 75. 100% to increase all damage by 14% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | voratun ring 'Hagatir' =main1=0.1 Encumbrance T5 ring jewelry [Rare] Arcane While equipped: Stats +8 Mag +6 Wil offense ------ Spellpower +14 (+3 eff.) Damage +15% arcane Ignore resists +10% arcane defense ------ Armor +12 Defense +20 (+5 eff.) Resistance +15% nature +9% blight Unlife -80.00 life Healmod +10% Disarm Resist +20% Rings make your fingers look great! |
| On fingers | steel ring 'Eilinaldath'0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: offense ------ Physical Power +9 (+1 eff.) Spellpower +8 (+2 eff.) Mindpower +9 (+2 eff.) Move Speed +14% Ignore resists +5% acid +5% blight Accuracy +9 (+3 eff.) On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 36 defense ------ Defense +9 (+2 eff.) Resistance +6% blight Life Regen +2.00 Stun Resist +26% Blinding Speed: Puts all charms on 25 turn cooldown Effective talent level: 4.0 Power cost 25 out of 40/40. Range melee/personal Cooldown: 55 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
| Around neck | stralite amulet 'Winterblight'0.1 Encumbrance T4 amulet jewelry [Random Unique] Master While equipped: offense ------ Critical power +18.00% Damage +21% cold Ignore resists +5% fire Accuracy +9 (+3 eff.) Ignore Armor +16 defense ------ Armor +6 Defense +6 (+1 eff.) Resistance +6% cold Max Resistance +4% all Physical save +33 (+9 eff.) Spell save +18 (+6 eff.) Mind save +22 (+5 eff.) Amulets make your neck look great! |
| In main hand | Mardyvon (0 def, 19 armour, 76-91 power, 234 block) =main1=7.0 Encumbrance T5 shield armor [Random Unique] Nature/Master/Psionic When used to Attack: Weapon Damage 76.0 - 91.2 Physical Uses 50% Mag, 100% Str Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +234 On-hit +27 physical On Critical: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +5 Wil offense ------ Physical Crit +9.0% Physical Power +12 (+1 eff.) defense ------ Armor +19 Fatigue +8% Resistance +15% acid +18% physical +6% mind Windwall +66 Slow Projectiles +31% Life +100.00 other ------- Max mana +20.00 Max vim +20.00 Talents +1 Block Handheld deflection devices. |
| Around waist | Borathel =main=1.0 Encumbrance T5 belt armor [Random Unique] Nature/Master While equipped: Stats +6 Cun offense ------ Physical Crit +6.0% Critical power +11.00% Physical Power +9 (+1 eff.) Mindpower +10 (+2 eff.) defense ------ Resistance +13% lightning +11% temporal Spell save +11 (+4 eff.) other ------- Psi when Hit +0.16 Size +1 A belt that goes around your waist. |
| In off hand | windwalling voratun shield of crushing (0 def, 10 armour, 73-87 power, 196 block) =prior main2=7.0 Encumbrance T5 shield armor [Ego++] Master/Psionic When used to Attack: Weapon Damage 73.0 - 87.6 Physical Uses 50% Mag, 100% Str Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +196 On-hit +20 physical On Critical: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +6 Wil offense ------ Physical Crit +11.0% Physical Power +8 (+1 eff.) defense ------ Armor +10 Fatigue +8% Resistance +17% physical Windwall +31 Slow Projectiles +25% other ------- Talents +1 Block Handheld deflection devices. |
| Cloak | cashmere cloak 'Hailthorn' (2 def, 0 armour) =main=2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +8 Str +3 Con offense ------ Physical Power +30 (+4 eff.) Damage +6% cold +9% arcane +12% physical Ignore resists +25% arcane defense ------ Defense +2 (+0 eff.) Resistance +6% cold other ------- Max stamina +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Gasenor the Healstalker (10 def, 0 armour) =main=2.0 Encumbrance T5 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +4 Wil +5 Mag offense ------ Spell Crit +6% Spellpower +25 (+5 eff.) Damage +20% physical +30% arcane +21% temporal +27% nature +15% all defense ------ Defense +10 (+2 eff.) Resistance +9% lightning +20% physical +5% arcane +15% all other ------- Max mana +87.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Primal Infusion (affinity 20%; reduction 4; dur 4; cd 18)0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 20% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the warrior (heal 272; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 272 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the warrior (heal 280; 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 instantly heal yourself for 280 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the warrior (heal 274; 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 instantly heal yourself for 274 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the wizard (heal 259; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 259 then cleanse 1 wound, poison, and disease effect. 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. |
healing infusion of the wizard (heal 251; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 251 then cleanse 1 wound, poison, and disease effect. 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. |
heroism infusion of the psychic (die at -571; dur 6; cd 34)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 34 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -571 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 571 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
heroism infusion of the warrior (die at -623; dur 7; cd 26)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 26 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -623 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 623 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 742%; 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 increase movement speed by 742% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the duelist (speed 780%; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 780% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the sneak (speed 670%; cd 9)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 670% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the sneak (speed 697%; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 697% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the warrior (speed 812%; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 812% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the wizard (speed 730%; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 730% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the wizard (speed 808%; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 808% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion (heal 312; 13 cd)0.1 Encumbrance infusion scroll [Normal] 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 312 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the duelist (heal 248; 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 248 life over 5 turns. Its effects scale with your Dexterity 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 psychic (heal 640; 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 640 life over 5 turns. 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 psychic (heal 466; 12 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 466 life over 5 turns. 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 warrior (heal 751; 12 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 751 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 633; 15 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 633 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 15%; 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 physical effect and reduce all damage taken by 15% 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. Press to compare to your current inscriptions |
wild infusion (res 20%; magical, mental; dur 2; cd 12)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 20% 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. Press to compare to your current inscriptions |
wild infusion (res 21%; magical, mental; dur 3; cd 12)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 21% for 3 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. Press to compare to your current inscriptions |
wild infusion of the psychic (res 39%; physical; dur 2; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 39% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the sneak (res 33%; mental; dur 2; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 33% for 2 turns. Also removes cross-tier effects of the affected types for free. 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. Press to compare to your current inscriptions |
wild infusion of the titan (res 23%; physical; dur 3; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 23% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the titan (res 26%; mental; dur 2; 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 cure yourself of one random mental effect and reduce all damage taken by 26% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the warrior (res 41%; physical; dur 3; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 41% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the warrior (res 44%; magical, physical; dur 4; cd 15)0.1 Encumbrance infusion scroll [Ego] 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 magical and physical effect and reduce all damage taken by 44% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the warrior (res 40%; physical; dur 2; cd 16)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 40% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the warrior (res 38%; physical; dur 4; cd 16)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 38% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
blink rune (range 5; phase 16; cd 11)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 5 Cooldown: 11 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the psychic (range 8; phase 22; cd 12)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 8 Cooldown: 12 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the psychic (range 9; phase 34; cd 10)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 9 Cooldown: 10 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 34%, your defense is increased by 34 and all your resistances by 34%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the psychic (range 8; phase 23; cd 10)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 8 Cooldown: 10 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the sneak (range 8; phase 23; cd 11)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 8 Cooldown: 11 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. 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. |
blink rune of the warrior (range 10; phase 27; cd 13)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 10 Cooldown: 13 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 10 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 27%, your defense is increased by 27 and all your resistances by 27%. 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. |
blink rune of the wizard (range 7; phase 20; cd 10)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 7 Cooldown: 10 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. 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. |
blink rune of the wizard (range 7; phase 31; cd 11)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 7 Cooldown: 11 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 31%, your defense is increased by 31 and all your resistances by 31%. 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. |
Rune of Reflection (--)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 555 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; temporal, physical, nature, mind)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 temporal, 3 physical, 3 nature, 3 mind Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the titan (damage 114; dur 4; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 114.44 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. 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. |
acid wave rune of the wizard (damage 304; dur 4; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 304.02 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect 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. |
ethereal rune (power 24; resist 34%; move 56%; dur 5; cd 18)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 34% all resistance, you move 56% faster, and you are invisible (power 24). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune (power 22; resist 35%; move 57%; dur 5; cd 22)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 22 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 35% all resistance, you move 57% faster, and you are invisible (power 22). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 65; cd 13)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 13 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 65 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune (absorb 65; cd 12)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 65 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune (absorb 20; cd 13)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 13 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 20 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune (absorb 45; cd 21)0.1 Encumbrance rune scroll [Normal] 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune (absorb 71; cd 12)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 71 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the duelist (absorb 115; cd 13)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 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 115 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. Press to compare to your current inscriptions |
shatter afflictions rune of the psychic (absorb 148; cd 12)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 148 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 Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the sneak (absorb 151; cd 13)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 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 151 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. Press to compare to your current inscriptions |
shatter afflictions rune of the sneak (absorb 90; 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 90 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. Press to compare to your current inscriptions |
shatter afflictions rune of the warrior (absorb 198; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 198 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the warrior (absorb 235; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 235 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the wizard (absorb 141; cd 12)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 141 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the wizard (absorb 161; cd 12)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 161 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the wizard (absorb 191; 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 191 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune (absorb 50; dur 3; cd 14)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 50 damage for 3 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 327; dur 5; cd 14)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 327 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 149; dur 4; cd 14)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 149 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 399; dur 6; cd 16)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 399 damage for 6 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 137; dur 3; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 137 damage for 3 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the titan (absorb 185; dur 5; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 185 damage for 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 563; dur 3; 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 563 damage for 3 turns. 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. |
shielding rune of the wizard (absorb 323; dur 5; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 323 damage for 5 turns. 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. |
shielding rune of the wizard (absorb 538; dur 5; 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 create a protective shield absorbing at most 538 damage for 5 turns. 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. |
stormshield rune (threshold 49; blocks 3; dur 4; cd 13)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 49 up to 3 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
stormshield rune (threshold 83; blocks 5; dur 4; cd 16)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 83 up to 5 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
stormshield rune (threshold 42; blocks 4; dur 4; cd 17)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 42 up to 4 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
stormshield rune (threshold 37; blocks 3; dur 4; cd 16)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 37 up to 3 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
stormshield rune (threshold 35; blocks 1; dur 4; cd 16)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 35 up to 1 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
stormshield rune of the duelist (threshold 59; blocks 5; dur 4; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 59 up to 5 times. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
stormshield rune of the warrior (threshold 18; blocks 5; dur 4; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 18 up to 5 times. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
teleportation rune (range 97; cd 12)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 97 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the sneak (range 92; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 92 with a minimum range of 15. 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. |
teleportation rune of the sneak (range 93; cd 12)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 93 with a minimum range of 15. 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. |
teleportation rune of the titan (range 78; cd 11)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 11 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 78 with a minimum range of 15. 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. |
Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.1 Encumbrance tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
Umbrabraid0.1 Encumbrance T1 amulet jewelry [Rare] Arcane While equipped: Stats +1 Cun +1 Dex offense ------ On-Hit 5 light 6 darkness Damage +5% light +6% darkness Ignore resists +25% darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 34% When Hit: * 6% chance to reduce damage dealt by 34% * 5% chance to blind other ------- Light +3 Amulets make your neck look great! |
Zerozilatir0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex defense ------ Resistance +5% arcane Physical save +6 (+2 eff.) Life +80.00 Confus Resist +20% Pinning Resist +20% Knockbk Resist +10% Amulets make your neck look great! |
Daneth's Neckguard =main=2.0 Encumbrance T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con defense ------ Armor +10 Fatigue +2% Resistance +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Fanged Collar0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+4 eff.) Spell save +15 (+5 eff.) Mind save -7 (-1 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Branorab0.1 Encumbrance T3 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +1 Wil +7 Mag offense ------ Spell Crit +10% Spellpower +9 (+2 eff.) Mindpower +15 (+3 eff.) Damage +10% darkness +12% temporal +12% light +13% physical other ------- EQ when Hit +0.12 Psi when Hit +0.20 Masteries +0.19 Wild-gift/Dwarven nature Amulets make your neck look great! |
gold amulet 'Nightquarry' =MAG 17 if you even care=0.1 Encumbrance T3 amulet jewelry [Rare] Arcane While equipped: Stats +2 Str +17 Mag +4 Wil +3 Cun +3 Con offense ------ Ignore resists +25% temporal When Hit 4 darkness other ------- Light +3 Amulets make your neck look great! |
Lavaroar =goo goo babies=0.1 Encumbrance T4 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Mag offense ------ Physical Power +9 (+1 eff.) Combat Speed +10% Damage +3% cold +7% physical Ignore resists +10% cold defense ------ Resistance +9% temporal +12% fire Physical save +10 (+3 eff.) Spell save +14 (+5 eff.) Mind save +18 (+4 eff.) Amulets make your neck look great! |
Lelirion =respen=0.1 Encumbrance T4 amulet jewelry [Random Unique] Arcane While equipped: Stats +5 Mag +1 Cun +1 Con offense ------ Spell Crit +4% Critical power +13.00% Spellpower +14 (+3 eff.) Damage +6% temporal +6% light +5% physical +10% blight +9% fire +6% arcane +4% darkness Ignore resists +10% arcane defense ------ Resistance +5% arcane other ------- Infravision +1 See Invisibility +12 Amulets make your neck look great! |
Murkbile0.1 Encumbrance T4 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +6 Cun +4 Mag offense ------ Damage +6% arcane Ignore resists +5% arcane +15% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 34% other ------- Masteries +0.34 Wild-gift/Dwarven nature Amulets make your neck look great! |
protective stralite amulet of magic (+5) =maxres=0.1 Encumbrance T4 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +5 Mag defense ------ Armor +5 Defense +6 (+1 eff.) Max Resistance +5% all Physical save +19 (+5 eff.) Amulets make your neck look great! |
stralite amulet 'Glacierslice'0.1 Encumbrance T4 amulet jewelry [Rare] Nature While equipped: Stats +4 Dex +7 Wil offense ------ Damage +9% blight +18% cold defense ------ Resistance +26% mind +9% cold Confus Resist +38% other ------- Infravision +3 Amulets make your neck look great! |
stralite amulet 'Splendourkiss'0.1 Encumbrance T4 amulet jewelry [Rare] Nature While equipped: offense ------ Critical power +20.00% Spellpower/crit +10 Damage +15% blight Ignore resists +25% blight +25% temporal defense ------ Resistance +37% light +25% darkness Blind Resist +44% other ------- Vim-on-crit +2.00 Amulets make your neck look great! |
stralite amulet 'Winterdeath' =physres respen=0.1 Encumbrance T4 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +27% cold Ignore resists +15% arcane +20% cold defense ------ Resistance +13% physical +12% nature +21% cold other ------- Stamina/turn +1.00 Amulets make your neck look great! |
Garkul's Teeth0.1 Encumbrance T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con defense ------ Physical save +18 (+5 eff.) Mind save +18 (+4 eff.) Pinning Resist +100% other ------- Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Effective talent level: 4.0 Power cost 7 out of 48/48. Range melee/personal Cooldown: 7 Travel.spd instantaneous Description: Release a powerful shout, doing 676.33 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Relgerath the Darkire0.1 Encumbrance T5 amulet jewelry [Rare] Nature While equipped: Stats +15 Lck offense ------ Accuracy +17 (+6 eff.) defense ------ Armor +8 Defense +19 (+4 eff.) Resistance +15% acid +6% temporal +9% darkness +2% physical Crit Resistance 15.66% Mind save +15 (+4 eff.) Resist unseen 20% Unlife -80.00 life Cut Resist +20% Amulets make your neck look great! |
warrior's voratun amulet of vision0.1 Encumbrance T5 amulet jewelry [Ego+] Nature While equipped: defense ------ Resistance +11% physical Blind Resist +40% other ------- Stamina/turn +0.70 Infravision +7 Sight +2 See Invisibility +10 Amulets make your neck look great! |
Falorim the Glintsage0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: Stats +5 Dex +4 Wil +2 Con offense ------ Damage +11% blight Ignore resists +5% light defense ------ Resistance +11% blight Crit Resistance 10.00% Rings make your fingers look great! |
Haryblek the Morbusroar0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +11% cold Ignore resists +5% temporal When Hit 2 temporal defense ------ Resistance +6% mind +22% cold Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Rings make your fingers look great! |
Rotsorrow the copper ring =lightningres=0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +11% lightning +3% acid defense ------ Resistance +34% lightning +3% temporal +3% darkness +6% nature +3% acid Rings make your fingers look great! |
copper ring of fire (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +11% fire defense ------ Resistance +22% fire Rings make your fingers look great! |
warrior's copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Str defense ------ Armor +4 Life +20.00 Disarm Resist +21% Pinning Resist +22% Knockbk Resist +20% Rings make your fingers look great! |
Bregohir the Hazejam =Con 5=0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: Stats +5 Con +4 Mag offense ------ Physical Crit +2.0% Damage +18% physical +9% cold defense ------ Resistance +6% darkness +15% cold Spell save +8 (+3 eff.) Rings make your fingers look great! |
Durirethel the steel ring =res, silres=0.1 Encumbrance T2 ring jewelry [Rare] Psionic While equipped: offense ------ Damage +12% mind defense ------ Armor +12 Resistance +9% blight +6% cold +12% mind +9% nature Crit Resistance 10.00% Silence Resist +20% Rings make your fingers look great! |
Guth the Glintwinnow0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: offense ------ Physical Power +10 (+1 eff.) Spellpower +7 (+1 eff.) Mindpower +9 (+2 eff.) Damage +15% light +6% all Ignore resists +25% arcane On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 36 defense ------ Resistance +5% arcane other ------- Light +3 Rings make your fingers look great! |
Vargh Redemption =Con 6=0.1 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 3 tidal wave that expands slowly over 7 turns, dealing 30.74 cold and 31.77 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 37 power out of 60/60 This azure ring seems to be always moist to the touch. |
sneakthief's steel ring =Cun 4 Dex 5=0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: Stats +4 Cun +5 Dex offense ------ Accuracy +6 (+2 eff.) Rings make your fingers look great! |
sneakthief's steel ring of sensing =Cun 5 Dex 6=0.1 Encumbrance T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Cun +6 Dex offense ------ Accuracy +6 (+2 eff.) defense ------ Blind Resist +20% other ------- Infravision +3 See Stealth +6 See Invisibility +8 Rings make your fingers look great! |
steel ring 'Chargenail'0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +6 (+2 eff.) Damage +3% lightning Ignore resists +10% lightning defense ------ Resistance +6% nature Life +24.00 Blind Resist +24% Disarm Resist +22% Pinning Resist +20% Knockbk Resist +23% other ------- Infravision +4 See Stealth +8 See Invisibility +7 Rings make your fingers look great! |
Emelera the gold ring =56 accuracy btw=0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +2 Cun +14 Dex offense ------ Critical power +10.00% Damage +15% physical Accuracy +42 (+12 eff.) other ------- Infravision +3 Rings make your fingers look great! |
gladiator's gold ring =Str 6 Con 6=0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: Stats +6 Str +6 Con offense ------ Physical Power +6 (+0 eff.) Rings make your fingers look great! |
gold ring 'Adytira' =CUN 12=0.1 Encumbrance T3 ring jewelry [Rare] Psionic While equipped: Stats +13 Cun +2 Str offense ------ Mindpower +10 (+2 eff.) Spellpower/crit +8 On-Hit 14 physical On-Ranged-Hit 19 physical On-Hit (Melee): * 14% chance to reduce all saves and defense by 43 On-Hit (Ranged): * 15% chance to reduce all saves and defense by 43 other ------- Hate-on-crit +2.00 Max hate +19.00 Max psi +40.00 Bleeding Edge: Puts all charms on 13 turn cooldown Effective talent level: 2.0 Power cost 13 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 275% weapon damage over 7 turns, and all healing will be reduced by 47%. Rings make your fingers look great! |
Ring of the Dead0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Unlife -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Writhing Ring of the Hunter0.1 Encumbrance T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Glory of the Pride0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: offense ------ Physical Power +10 (+1 eff.) Damage +8% physical Accuracy +10 (+3 eff.) defense ------ Armor +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Physical save +45 (+12 eff.) Confus Resist +50% other ------- Max mana -40.00 Max stamina +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Murkshine the voratun ring0.1 Encumbrance T5 ring jewelry [Rare] Master While equipped: offense ------ Critical power +20.00% Mindpower +30 (+6 eff.) Damage +12% acid +12% darkness When Hit 8 mind On-Hit (Melee): * 20% chance to reduce damage dealt by 34% defense ------ Fatigue -10% other ------- Encumbrance +40 Hate-on-crit +3.00 Rings make your fingers look great! |
Ring of the War Master0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con offense ------ Physical Crit +5.0% Physical Power +10 (+1 eff.) Ignore Armor +15 defense ------ Category Bonus +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Void Orb =maybe=0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +10 (+2 eff.) On-Hit 15 arcane Damage +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Ignore resists +10% arcane defense ------ Resistance +15% arcane Spell save +10 (+3 eff.) Silence Resist +30% other ------- Max mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex level 2 Manathrust: Effective talent level: 4.0 Power cost 4 out of 6/6. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 450.62 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
conjurer's voratun ring of perseverance0.1 Encumbrance T5 ring jewelry [Ego+] Arcane/Master While equipped: Stats +6 Mag +6 Wil offense ------ Spellpower +9 (+2 eff.) defense ------ Life Regen +3.00 Stun Resist +40% Rings make your fingers look great! |
voratun ring 'Strikemaim'0.1 Encumbrance T5 ring jewelry [Rare] Nature While equipped: offense ------ Damage +27% lightning +36% fire +20% nature +21% arcane Ignore resists +34% light When Hit 13 fire defense ------ Resistance +40% lightning +40% nature +6% arcane Rings make your fingers look great! |
Awakened Staff of Absorption (60-72 power, 60 apr, cold element)7.0 Encumbrance T5 staff 2H weapon [Godslayer] Unknown Weapon Damage 60.0 - 72.0 Arcane Uses 180% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Accuracy +30 Ignore Armor +60 Attack Speed 100% While equipped: Stats +10 Mag +10 Wil offense ------ Spell Crit +15% Spellpower +48 (+10 eff.) Damage +60% lightning +60% fire +60% arcane +60% cold Ignore resists +30% lightning +30% fire +30% arcane +30% cold other ------- Max mana +100.00 Max positive +50.00 Max negative +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 121 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
earthen dragonbone starstaff of channeling (30-36 power, 6 apr, physical element)5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +33 (+7 eff.) Damage +30% physical defense ------ Armor +10 Hardiness +12% Physical save +12 (+3 eff.) other ------- Mana/turn +0.49 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 19 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
elemental voratun greatmaul of daylight (69-103 power, 4 apr)5.0 Encumbrance T5 greatmaul 2H weapon [Ego+] Arcane Weapon Damage 69.0 - 103.5 Physical Uses 50% Mag, 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% On-hit +28 light Damage Against +40% Undead On Hit: * Create an explosion dealing 135 cold damage (1/turn) While equipped: offense ------ Damage +42% cold Ignore resists +42% cold Massive two-handed mauls. |
arcing voratun longsword of corruption (41-57 power, 6 apr)3.0 Encumbrance T5 longsword 1H weapon [Ego+] Arcane Weapon Damage 41.0 - 57.4 Physical Uses 50% Mag, 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: 20% Curse of Death level 5 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 135 damage Sharp, long, and deadly. |
warbringer's voratun longsword of paradox (40-56 power, 6 apr)3.0 Encumbrance T5 longsword 1H weapon [Ego+] Arcane/Master Weapon Damage 40.5 - 56.7 Physical Uses 50% Mag, 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +20 temporal While equipped: Stats +7 Con offense ------ Physical Power +15 (+2 eff.) Ignore resists +10% physical defense ------ Resistance +20% temporal Disarm Resist +31% Sharp, long, and deadly. |
flaming voratun mace of evisceration (45-62 power, 6 apr)3.0 Encumbrance T5 mace 1H weapon [Ego+] Arcane/Master Weapon Damage 45.0 - 63.0 Physical Uses 50% Mag, 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +20 fire On Critical: * Wound the target dealing 412 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +12.0% Physical Power +15 (+2 eff.) Blunt and deadly. |
quick voratun mace (46-65 power, 6 apr)3.0 Encumbrance T5 mace 1H weapon [Ego+] Master Weapon Damage 46.5 - 65.1 Physical Uses 50% Mag, 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +7 Dex offense ------ Combat Speed +10% Accuracy +25 (+8 eff.) Blunt and deadly. |
truestriking voratun mace (45-62 power, 6 apr)3.0 Encumbrance T5 mace 1H weapon [Ego+] Master Weapon Damage 45.0 - 63.0 Physical Uses 50% Mag, 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Ignore resists +15% physical Accuracy +21 (+7 eff.) Ignore Armor +8 Blunt and deadly. |
enhanced stralite waraxe of massacre (41-57 power, 5 apr) =Stats=3.0 Encumbrance T4 waraxe 1H weapon [Ego+] Nature/Master Weapon Damage 41.0 - 57.4 Physical Uses 50% Mag, 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% While equipped: Stats +8 Str +7 Dex +9 Mag +7 Wil +8 Cun +7 Con One-handed war axes. |
arcing voratun waraxe of phasing (40-56 power, 31 apr)3.0 Encumbrance T5 waraxe 1H weapon [Ego] Arcane Weapon Damage 40.5 - 56.7 Physical Uses 50% Mag, 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +31 Critical Rate +7.0% Attack Speed 100% Ignore Shields +20% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 135 damage One-handed war axes. |
arcing voratun waraxe of shearing (41-57 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon [Ego+] Arcane/Master Weapon Damage 41.0 - 57.4 Physical Uses 50% Mag, 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 135 damage While equipped: offense ------ Ignore resists +15% all Accuracy +25 (+8 eff.) Ignore Armor +15 One-handed war axes. |
blazebringer's voratun waraxe (40-56 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon [Ego+] Nature Weapon Damage 40.5 - 56.7 Physical Uses 50% Mag, 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-crit, radius 2 +90 fire While equipped: offense ------ Global Speed +11% Ignore resists +21% fire One-handed war axes. |
Glaciersmash the living mindstar (16-18 power, 40 apr, nature damage)3.0 Encumbrance T5 mindstar 1H weapon [Rare] Nature Weapon Damage 16.5 - 18.2 Nature Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% On-hit +16 cold On-Hit, radius 1 +16 light +16 cold On Hit: * 27% chance to gain 10% of a turn (3/turn limit) While equipped: offense ------ Mind Crit +5% Mindpower +17 (+4 eff.) Damage +30% cold Ignore resists +34% lightning +34% temporal +34% light When Hit 10 cold defense ------ Resistance +9% cold 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. |
keeper's dragonbone longbow of cold4.0 Encumbrance T5 longbow 2H weapon Reqs Dex 48 Shoot [Ego+] Arcane Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On-ranged-hit +30 cold While equipped: offense ------ Damage +33% temporal +27% physical +33% cold Ignore resists +15% physical +21% temporal other ------- Cooldown Arrow Stitching -1 Longbows are used to shoot arrows at your foes. |
self-loading pouch of voratun shots of corruption (18/18, 54-65 power, 6 apr)3.0 Encumbrance T5 shot ammo Reqs Dex 48 [Ego+] Arcane Weapon Damage 54.5 - 65.4 Physical Uses 70% Dex, 50% Mag, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +7.0% Capacity 18 Auto Reload 3 On Hit: 20% Curse of Death level 5 Shots are used with slings to pummel your foes to death. |
Jetbraze the steel shield (0 def, 4 armour, 14-16 power, 37.5 block)7.0 Encumbrance T2 shield armor [Random Unique] Arcane/Master When used to Attack: Weapon Damage 14.0 - 16.8 Physical Uses 50% Mag, 100% Str Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +37 On-hit +12 lightning +4 acid While equipped: Stats +2 Dex offense ------ Damage +6% acid Ignore resists +15% darkness When Hit 3 lightning defense ------ Armor +4 Fatigue +8% Resistance +11% lightning +19% cold +10% light +14% darkness other ------- Talents +1 Block Handheld deflection devices. |
Tempestgore (0 def, 4 armour, 10-12 power, 42.5 block)7.0 Encumbrance T2 shield armor [Random Unique] Arcane/Psionic When used to Attack: Weapon Damage 10.5 - 12.6 Physical Uses 50% Mag, 100% Str Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +42 On-hit +12 physical +12 light +10 darkness While equipped: Stats +3 Mag +3 Wil +5 Cun offense ------ Damage +18% lightning +13% light +12% darkness defense ------ Armor +4 Fatigue +8% Resistance +12% light +10% physical +10% darkness +13% temporal Windwall +24 Slow Projectiles +15% other ------- Infravision +1 Talents +1 Block Temporal Shield: (Instant) Puts all charms on 19 turn cooldown Effective talent level: 5.0 Power cost 19 out of 30/30. Range 10 Cooldown: 18 Travel.spd instantaneous Is: a spell and usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (522) is absorbed, or the time runs out (10 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
Blazenigh (0 def, 6 armour, 27-32 power, 82.5 block)7.0 Encumbrance T3 shield armor [Random Unique] Nature/Master When used to Attack: Weapon Damage 27.0 - 32.4 Physical Uses 50% Mag, 100% Str Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +82 On-Hit, radius 1 +8 blight +13 fire While equipped: offense ------ On-Hit 7 fire When Hit 2 blight 3 fire defense ------ Armor +6 Fatigue +8% Resistance +9% blight +36% fire other ------- Talents +1 Block Handheld deflection devices. |
Voroth the dwarven-steel shield (0 def, 34 armour, 33-40 power, 188.5 block)7.0 Encumbrance T3 shield armor [Random Unique] Master/Psionic When used to Attack: Weapon Damage 33.5 - 40.2 Physical Uses 50% Mag, 100% Str Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +188 On-hit +21 physical While equipped: Stats +6 Con +4 Wil offense ------ Physical Crit +3.0% defense ------ Armor +34 Fatigue +8% Resistance +16% physical Windwall +64 Physical save +11 (+3 eff.) Spell save +6 (+2 eff.) Slow Projectiles +26% other ------- Talents +1 Block Handheld deflection devices. |
Piercing Gaze (5 def, 25 armour, 40-48 power, 180 block)7.0 Encumbrance T4 shield armor [Unique] Arcane When used to Attack: Weapon Damage 40.0 - 48.0 Physical Uses 50% Mag, 100% Str Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +180 While equipped: offense ------ On shield block: * 30% chance of petrifying the attacker. defense ------ Armor +25 Defense +5 (+1 eff.) Ranged Defense +10 (+2 eff.) Fatigue +12% Resistance +10% acid +10% physical +10% lightning +10% fire other ------- Talents +1 Block On block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
stralite shield 'Duvachak' (0 def, 17 armour, 51-61 power, 211.5 block)7.0 Encumbrance T4 shield armor [Random Unique] Master/Psionic When used to Attack: Weapon Damage 51.0 - 61.2 Physical Uses 50% Mag, 100% Str Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +211 On-hit +18 physical While equipped: Stats +6 Con +1 Wil defense ------ Armor +17 Fatigue +8% Resistance +6% acid +15% physical +15% mind Windwall +79 Physical save +13 (+4 eff.) Spell save +6 (+2 eff.) Slow Projectiles +15% Pinning Resist +20% Knockbk Resist +20% other ------- Talents +1 Block Handheld deflection devices. |
Elenechik the Hazerebel (0 def, 10 armour, 66-79 power, 214 block) =respen=7.0 Encumbrance T5 shield armor [Rare] Master When used to Attack: Weapon Damage 66.5 - 79.8 Physical Uses 50% Mag, 100% Str Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +214 On-hit +21 arcane On-Hit, radius 1 +8 lightning While equipped: offense ------ Spellpower/crit +10 Ignore resists +26% arcane On shield block: * Cause enemies within radius 6 to bleed for 412 physical damage over 5 turns (1/turn) When Hit 6 arcane defense ------ Armor +10 Fatigue +8% Resistance +24% cold Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Mana-on-crit +2.11 Talents +1 Block Handheld deflection devices. |
Scumspiker (0 def, 10 armour, 70-84 power, 196.5 block) =respen=7.0 Encumbrance T5 shield armor [Rare] Arcane When used to Attack: Weapon Damage 70.0 - 84.0 Physical Uses 50% Mag, 100% Str Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +196 On Hit: * 20% chance to slow global speed by 72% While equipped: offense ------ Ignore resists +26% blight +26% temporal +26% arcane When Hit 8 arcane defense ------ Armor +10 Fatigue +8% Resistance +17% light +20% darkness +5% arcane Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Talents +1 Block Handheld deflection devices. |
Shieldsmaiden (5 def, 20 armour, 48-57 power, 150 block)7.0 Encumbrance T5 shield armor [Unique] Arcane When used to Attack: Weapon Damage 48.0 - 57.6 Ice Uses 50% Mag, 100% Str Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +8.0% Block +150 On Hit: 15% Ice Shards level 3 While equipped: defense ------ Armor +20 Defense +5 (+1 eff.) Ranged Defense +12 (+3 eff.) Fatigue +10% Resistance +25% cold +25% fire other ------- Talents +1 Shieldsmaiden Aura +1 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
voratun shield of the stars (0 def, 10 armour, 65-78 power, 211.5 block)7.0 Encumbrance T5 shield armor [Ego+] Arcane When used to Attack: Weapon Damage 65.0 - 78.0 Physical Uses 50% Mag, 100% Str Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +211 On-hit +16 light +20 darkness While equipped: Stats +6 Cun +11 Mag offense ------ Damage +20% light +20% darkness defense ------ Armor +10 Fatigue +8% Resistance +20% light +17% darkness other ------- Talents +1 Block Handheld deflection devices. |
mindwoven linen robe of the mountain (+11%) (0 def, 0 armour) =physres=2.0 Encumbrance T1 cloth armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +2% Mindpower +3 (+1 eff.) Damage +11% physical defense ------ Resistance +7% all +11% physical Mind save +16 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Vestments of the Conclave (0 def, 0 armour) =Mag 6=2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +15% Spellpower +15 (+3 eff.) Damage +15% arcane defense ------ Resistance +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
focusing woollen robe of life (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Nature/Psionic While equipped: Stats +5 Mag +4 Wil defense ------ Resistance +8% blight +9% all Life +40.00 Life Regen +1.60 Healmod +12% other ------- Mana/turn +0.10 Psi/turn +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+2 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+2 eff.) Resistance +30% nature +11% all Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
timebroken cashmere robe of alchemy (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego++] Arcane While equipped: Stats +2 Mag +2 Wil offense ------ Spell Crit +3% Spellpower +4 (+1 eff.) Damage +7% acid +11% temporal +7% fire +9% cold +13% arcane +5% physical defense ------ Resistance +12% acid +13% physical +10% fire +12% cold +11% all other ------- Max mana +45.00 Cooldown Refit Golem -2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil offense ------ Spellpower +23 (+5 eff.) Damage +20% temporal +20% physical Ignore resists +20% temporal +20% physical When Hit 20 physical 10 temporal defense ------ Armor +3 Defense +9 (+2 eff.) Resistance +10% temporal +10% physical +13% all Temporal Reprieve: Effective talent level: 1.0 Power cost 31 out of 50/50. Range melee/personal Fixed Cooldown: 40 Travel.spd instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
Yvyvea (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +7 Wil +7 Mag offense ------ Spellpower +18 (+4 eff.) Damage +6% acid +32% arcane +11% all When Hit 4 acid On-Hit (Melee): * 20% chance to reduce armor by 46% defense ------ Resistance +13% all other ------- Mana/turn +0.20 Psi/turn +0.29 Max mana +54.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe of Angolwen (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego+] Arcane While equipped: Stats +6 Mag +6 Wil offense ------ Spellpower +20 (+4 eff.) Spellpower/crit +7 defense ------ Resistance +15% all Silence Resist +50% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
psion's elven-silk robe (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego+] Psionic While equipped: offense ------ Mind Crit +3% Mindpower +10 (+2 eff.) Damage +30% mind Ignore resists +20% mind defense ------ Resistance +15% all other ------- Psi/turn +1.00 Max psi +27.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
enlightening voratun plate armour of temporal resistance (0 def, 16 armour)17.0 Encumbrance T5 massive armor [Ego+] Arcane/Psionic While equipped: Stats +9 Cun +9 Wil defense ------ Armor +16 Fatigue +22% Resistance +30% temporal Mind save +25 (+6 eff.) A suit of armour made of metal plates. |
fortifying voratun plate armour (0 def, 16 armour)17.0 Encumbrance T5 massive armor [Ego+] Master While equipped: Stats +7 Str +7 Con defense ------ Armor +16 Fatigue +22% Life +88.00 A suit of armour made of metal plates. |
rough leather belt 'Vorodhekira'1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Power +3 (+0 eff.) defense ------ Resistance +12% acid +12% darkness Spell save +6 (+2 eff.) Life +20.00 Stun Resist +20% Knockbk Resist +20% other ------- Size +1 A belt that goes around your waist. |
rough leather belt of unlife =breathe=1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Rope Belt of the Thaloren =Cun 7 WIL 8=1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil offense ------ Mind Crit +15% Mindpower +15 (+3 eff.) other ------- Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
Forestking the hardened leather belt =stunres=1.0 Encumbrance T3 belt armor [Rare] Arcane While equipped: offense ------ Ignore Armor +4 When Hit 8 nature On-Hit (Melee): * 20% chance to slow global speed by 72% defense ------ Defense +5 (+1 eff.) Resistance +5% arcane +3% mind +8% light +11% darkness Disease Resist +20% Stun Resist +20% A belt that goes around your waist. |
Infernosage the drakeskin leather belt1.0 Encumbrance T5 belt armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Wil offense ------ Physical Power +7 (+1 eff.) Spellpower +9 (+2 eff.) Damage +12% blight Ignore resists +15% fire On-Hit (Melee): * 21% chance to reduce strength, dexterity, and constitution by 36 * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +6% blight Spell save +12 (+4 eff.) Mind save +24 (+5 eff.) Life +107.00 Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Size +1 A belt that goes around your waist. |
Gloombiter the cashmere cloak (2 def, 7 armour) =critres=2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +4 Str +1 Mag +2 Con offense ------ Damage +6% darkness When Hit 6 darkness defense ------ Armor +7 Defense +2 (+0 eff.) Resistance +6% lightning +14% cold Crit Resistance 15.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Growthwilter the elven-silk cloak (11 def, 11 armour) =roll=2.0 Encumbrance T5 cloak armor [Random Unique] Nature/Master While equipped: offense ------ Damage +36% darkness +9% nature Ignore resists +14% darkness +20% nature defense ------ Armor +11 Defense +11 (+2 eff.) Resistance +21% darkness +24% light +23% fire +5% arcane +25% cold Stealth +38 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient elven-silk cloak of battle (3 def, 0 armour)2.0 Encumbrance T5 cloak armor [Ego] Nature/Master While equipped: offense ------ Physical Crit +5.0% Physical Power +5 (+0 eff.) defense ------ Defense +3 (+0 eff.) Fatigue -7% Life +55.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wanderer's Rest (4 def, 0 armour) =jump=0.0 Encumbrance T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex offense ------ Move Speed +10% defense ------ Defense +4 (+1 eff.) Fatigue -10% Resistance +5% physical Pinning Resist +100% other ------- Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Effective talent level: 3.0 Power cost 13 out of 20/20. Range 5 Cooldown: 15 Travel.spd instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
miner's pair of drakeskin leather boots of spellbinding (0 def, 11 armour)2.0 Encumbrance T5 feet armor [Ego+] Arcane/Master While equipped: Stats +6 Mag defense ------ Armor +11 other ------- Spell cooldown 10% Infravision +3 A pair of boots made of leather. |
Unbreakable Greaves (8 def, 20 armour)3.0 Encumbrance T5 feet armor [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con offense ------ Physical Power +10 (+1 eff.) Damage +15% physical defense ------ Armor +20 Hardiness +20% Defense +8 (+2 eff.) Fatigue +12% Resistance +15% acid +15% physical Knockbk Resist +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
eldritch pair of voratun boots of tirelessness (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Ego+] Arcane/Master While equipped: Stats +6 Mag +6 Wil offense ------ Spell Crit +5% defense ------ Armor +5 Fatigue +4% other ------- Stamina/turn +1.30 Mana/turn +0.47 Max mana +49.00 Max stamina +29.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
miner's pair of voratun boots of speed (0 def, 13 armour)3.0 Encumbrance T5 feet armor [Ego] Arcane/Master While equipped: offense ------ Move Speed +25% defense ------ Armor +13 Fatigue +4% other ------- Infravision +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots 'Glowbrawn' (0 def, 12 armour)3.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +8 Mag +6 Wil offense ------ Spell Crit +4% Damage +12% light defense ------ Armor +12 Fatigue +4% Resistance +13% acid +9% light +23% fire +13% cold +12% lightning other ------- Mana/turn +0.60 Max mana +28.00 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. |
scholar's pair of voratun boots of rushing (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Ego+] Arcane/Master While equipped: Stats +4 Str +3 Con offense ------ Spellpower +12 (+2 eff.) defense ------ Armor +5 Fatigue +4% Rush: Puts all charms on 16 turn cooldown Effective talent level: 1.0 Power cost 16 out of 25/25. Range 6 Cooldown: 39 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. |
Xanebressra (0 def, 19 armour)1.0 Encumbrance T4 hands armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +20 Con offense ------ Physical Crit +1.0% On-Hit 9 nature Damage +9% nature Ignore resists +10% blight Accuracy +15 (+5 eff.) Ignore Armor +2 defense ------ Armor +19 Hardiness +12% Resistance +7% nature +11% physical Life Regen +6.00 other ------- Stamina/turn +1.40 Max stamina +65.00 Unarmed combat: Weapon Damage 26.5 - 29.2 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +9 nature On Hit: 5% Stone Touch level 5 On Hit: 10% Nightmare level 5 On Hit: 10% Venomous Breath level 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Fist of the Destroyer (8 def, 0 armour)1.0 Encumbrance T5 hands armor [Unique] Arcane/Master Only the masochistic can unlock its full power. While equipped: Stats +9 Str +3 Cun +9 Mag defense ------ Defense +8 (+2 eff.) Stun Resist +20% other ------- Max vim +25.00 Masteries +0.20 Corruption/Shadowflame +0.20 Corruption/Vim Unarmed combat: Weapon Damage 36.0 - 50.4 Physical Uses 40% Dex, 40% Cun, 70% Mag 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 100% On Hit: 10% Blood Grasp level 3 On Hit: 12% Soul Rot level 3 On Hit: 8% Drain level 2 Increases all damage by 4% of current vim Current Bonus: 0% Darkfire: Effective talent level: 5.0 Power cost 8 out of 12/12. Range 6 Cooldown: 8 Travel.spd 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 189.26 fire damage and 148.96 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
Stone Gauntlets of Harkor'Zun (0 def, 7 armour) =max allres=7.0 Encumbrance T3 hands armor [Unique] Arcane While equipped: offense ------ Damage +10% acid +5% physical Ignore resists +15% acid +15% physical defense ------ Armor +7 Fatigue +10% Resistance +20% acid +10% physical Max Resistance +10% acid +5% physical other ------- Cooldown Clinch -2 Unarmed combat: Weapon Damage 27.0 - 37.8 Physical Uses 60% Str, 30% Dex, 50% Mag 30% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +5.0% Attack Speed 83% On-hit +10 acid On Hit: 10% Corrosive Mist level 1 On Hit: 20% Earthen Missiles level 3 Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
Storm Bringer's Gauntlets (0 def, 5 armour)1.5 Encumbrance T3 hands armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +5% Critical power +20.00% Spellpower +12 (+2 eff.) Damage +15% lightning defense ------ Armor +5 Resistance +15% lightning Unarmed combat: Weapon Damage 23.0 - 32.2 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +4.0% Attack Speed 83% On-hit +20 lightning On Hit: 20% Chain Lightning level 2 On Hit: 15% Nova level 1 On Spell Hit: 10% Lightning level 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
spellwoven elven-silk wizard hat of the Brotherhood (3 def, 0 armour)2.0 Encumbrance T5 head armor [Ego+] Arcane While equipped: Stats +10 Mag +10 Con offense ------ Spell Crit +6% Spellpower +5 (+1 eff.) Damage +18% arcane defense ------ Defense +3 (+0 eff.) other ------- Mana/turn +0.37 Arcane Eye: (Instant) Puts all charms on 7 turn cooldown Effective talent level: 5.0 Power cost 7 out of 10/10. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Malimahir (20 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: offense ------ Ignore resists +10% mind defense ------ Armor +3 Defense +20 (+5 eff.) Fatigue +3% Resistance +14% mind +9% lightning Mind save +15 (+4 eff.) Healmod +10% Silence Resist +20% Confus Resist +27% Pinning Resist +20% A cap made of leather. |
Omniscience (7 def, 0 armour)1.0 Encumbrance T5 head armor [Unique] Psionic While equipped: offense ------ Mind Crit +9% Mindpower +20 (+4 eff.) Ignore resists +10% mind defense ------ Defense +7 (+1 eff.) Resistance +15% mind Max Resistance +10% mind Mind save +25 (+6 eff.) Confus Resist +40% other ------- Psi-on-crit +6.00 Max psi +50.00 Infravision +5 Reveal the surrounding area (range 20). Uses 19 power out of 30/30 This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
grounding drakeskin leather cap of constitution (+10) (0 def, 5 armour)2.0 Encumbrance T5 head armor [Ego] Nature/Master While equipped: Stats +10 Con defense ------ Armor +5 Fatigue +5% Resistance +15% lightning +15% temporal A cap made of leather. |
Emada the Quenchrain (0 def, 3 armour) =dex 3=3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex offense ------ Damage +3% cold When Hit 4 cold On-Hit (Melee): * 20% chance to reduce armor by 46% defense ------ Armor +3 Fatigue +5% Resistance +3% acid A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Quasit's Skull (0 def, 12 armour) =stunres=3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Con defense ------ Armor +12 Hardiness +5% Fatigue +5% Physical save +12 (+3 eff.) Stun Resist +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
dwarven-steel helm 'Burnbait' (27 def, 4 armour) =Cun 5=3.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +5 Cun offense ------ Damage +9% fire Accuracy +7 (+2 eff.) When Hit: * 13% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +4 Defense +27 (+6 eff.) Fatigue +4% Resistance +5% arcane +3% temporal Mind save +6 (+2 eff.) Healmod +5% Disease Resist +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
warlord's dwarven-steel helm of the bounder (0 def, 4 armour) =physres, STR 12 Dex 7=3.0 Encumbrance T3 head armor [Ego++] Nature/Master While equipped: Stats +12 Str +7 Dex +5 Wil offense ------ Physical Power +7 (+1 eff.) defense ------ Armor +4 Fatigue +4% Resistance +7% physical Physical save +8 (+2 eff.) Skullcracker: Puts all charms on 13 turn cooldown Effective talent level: 3.0 Power cost 13 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1118.1 Physical damage. If the attack hits, the target is confused (33% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
The Black Crown (0 def, 15 armour) =Con 10=3.0 Encumbrance T4 head armor [Unique] Arcane/Master While equipped: Stats +10 Wil +10 Con defense ------ Armor +15 Fatigue +5% Resistance +20% darkness +20% blight other ------- Masteries +0.20 Corruption/Demonic pact +0.20 Corruption/Demon seeds Shadow Power +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
voratun helm of might (0 def, 5 armour)3.0 Encumbrance T5 head armor [Ego+] Master While equipped: Stats +3 Str +5 Con offense ------ Physical Power +6 (+0 eff.) defense ------ Armor +5 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
11 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. |
3 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. |
5 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
5 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
8 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 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. |
7 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. |
5 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 diamond0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Windborne Azurite0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Pearl of Life and Death2.0 Encumbrance white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Damage +7% all Resistance +7% all Stun Resist +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Atamathon's Lost Ruby Eye0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: Damage +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Resonating Diamond0.0 Encumbrance T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals. |
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. |
Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 19 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
1372 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. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(155 power, based on Willpower). Uses 7 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Frostwilter the alchemist's lamp =lite, Dex 5 Wil 5=1.0 Encumbrance T3 lite [Rare] Master While equipped: Stats +5 Dex +5 Wil offense ------ Damage +12% cold defense ------ Resistance +12% cold other ------- Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Mayyra the alchemist's lamp1.0 Encumbrance T3 lite [Rare] Psionic While equipped: defense ------ Resistance +12% fire Mind save +15 (+4 eff.) Disease Resist +20% Silence Resist +10% Stun Resist +10% other ------- Light +4 See Stealth +8 See Invisibility +11 A normal brass lantern, enhanced by alchemy to make it brighter. |
watchleader's alchemist's lamp of the moons =main=1.0 Encumbrance T3 lite [Ego++] Arcane/Master While equipped: offense ------ Damage +5% darkness defense ------ Resistance +8% light Affinity +5% darkness Blind Resist +25% Confus Resist +15% other ------- Light +9 Infravision +2 See Stealth +8 See Invisibility +13 Moonlight Ray: Puts all charms on 5 turn cooldown Effective talent level: 4.0 Power cost 5 out of 8/8. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 277.21 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Brenista =tryme=1.0 Encumbrance T5 lite [Rare] Nature While equipped: Stats +6 Cun defense ------ Armor +10 Resistance +9% mind Crit Resistance 15.00% Unlife -80.00 life Life +180.00 Life Regen +4.00 Knockbk Resist +20% other ------- Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 16 out of 25/25. Range 5 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 259.10 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 259.10 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Blood-Runed Athame1.0 Encumbrance misc [Plot Item] An athame, covered in blood runes. It radiates power. |
Delandil the dwarven-steel pickaxe (dig speed 18 turns) =Str 5 Mag 4=3.0 Encumbrance T3 digger tool [Random Unique] Nature/Master While equipped: Stats +5 Str +2 Dex +4 Mag offense ------ Physical Power +5 (+0 eff.) Move Speed +10% Damage +7% nature defense ------ Resistance +11% nature other ------- Infravision +2 See Invisibility +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Durusaleg the dwarven-steel pickaxe (dig speed 16 turns) =respen, physres=3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +2 Str offense ------ Spell Crit +2% Critical power +20.00% Damage +6% blight Ignore resists +15% blight +10% arcane defense ------ Armor +4 Defense +6 (+1 eff.) Resistance +18% acid +8% physical While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Salereth (dig speed 19 turns)3.0 Encumbrance T5 digger tool [Rare] Master While equipped: Stats +10 Str +6 Cun +4 Con offense ------ Critical power +20.00% Ignore resists +10% blight +20% physical Accuracy +10 (+3 eff.) When Hit 4 blight defense ------ Physical save +12 (+3 eff.) other ------- Mana-on-crit +2.00 Max mana +60.00 Infravision +6 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+1 eff.) defense ------ Mind save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 13 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 19 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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. |
Bladed Rift2.0 Encumbrance T5 misc tool [Unique] Arcane/Psionic While equipped: offense ------ Spellpower +10 (+2 eff.) Mindpower +10 (+2 eff.) On-Hit 25 phys.bleed Damage +10% temporal +5% physical When Hit 25 phys.bleed defense ------ Resistance +15% temporal Animate Blade: Effective talent level: 5.0 Power cost 10 out of 25/25. Range 10 Cooldown: 1 Travel.spd instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Dragon Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 7 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (3/3)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 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. |
Runarin [power 26] (13 cooldown) =mag 2 wil 2=2.0 Encumbrance T2 totem charm [Random Unique] Nature While equipped: Stats +1 Str +2 Mag +2 Wil offense ------ Spellpower/crit +2 other ------- Mana/turn +0.08 Harden the skin for 7 turns increasing armour by 26 and armour hardiness by 40% Puts all charms on 13 turn cooldown 100% to reduce fatigue by 24% for 2 turns. 100% to increase all damage by 11% for 2 turns. 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
piercing ash totem of healing [power 176] (10 cooldown) =heal=2.0 Encumbrance T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 176 Puts all charms on 10 turn cooldown 100% to increase all damage penetration by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Honeywood Chalice2.0 Encumbrance T4 totem charm [Unique] Nature While equipped: Stats +5 Str offense ------ Damage +5% physical defense ------ Resistance +10% nature Physical save +10 (+3 eff.) Life Regen +0.15 Healmod +10% other ------- Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Journey's End the Drem Stone Warden level 35
6th Gold 123rd year of Ascendancy at 16:03 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Journey's End the Drem Stone Warden level 35
5th Gold 123rd year of Ascendancy at 00:06 see stats
Are you out of your mind?! (Insane (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Journey's End the Drem Stone Warden level 40
25th Profit 123rd year of Ascendancy at 04:01 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Journey's End the Drem Stone Warden level 39
16th Profit 123rd year of Ascendancy at 14:00 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Journey's End the Drem Stone Warden level 27
9th Iron 123rd year of Ascendancy at 16:03 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Journey's End the Drem Stone Warden level 38
17th Stralite 123rd year of Ascendancy at 12:51 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Journey's End the Drem Stone Warden level 33
38th Steel 123rd year of Ascendancy at 20:11 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun.By Journey's End the Drem Stone Warden level 24
30th Shortage 122nd year of Ascendancy at 00:02 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Journey's End the Drem Stone Warden level 50
17th Iron 124th year of Ascendancy at 21:30 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Journey's End the Drem Stone Warden level 22
16th Shortage 122nd year of Ascendancy at 08:29 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Journey's End the Drem Stone Warden level 36
1st Stralite 123rd year of Ascendancy at 07:39 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Journey's End the Drem Stone Warden level 24
29th Shortage 122nd year of Ascendancy at 07:29 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Journey's End the Drem Stone Warden level 50
10th Iron 124th year of Ascendancy at 17:00 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Journey's End the Drem Stone Warden level 41
27th Profit 123rd year of Ascendancy at 08:07 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Journey's End the Drem Stone Warden level 10
21st Dearth 122nd year of Ascendancy at 22:19 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Journey's End the Drem Stone Warden level 20
8th Shortage 122nd year of Ascendancy at 09:37 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Journey's End the Drem Stone Warden level 30
22nd Iron 123rd year of Ascendancy at 20:00 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Journey's End the Drem Stone Warden level 40
23rd Profit 123rd year of Ascendancy at 18:52 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Journey's End the Drem Stone Warden level 50
20th Loss 123rd year of Ascendancy at 02:56 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Journey's End the Drem Stone Warden level 49
19th Loss 123rd year of Ascendancy at 05:19 see stats
Overpowered! (Insane (Adventure) difficulty)
Did over 6000 damage in one attack.By Journey's End the Drem Stone Warden level 43
14th Dearth 123rd year of Ascendancy at 06:54 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Journey's End the Drem Stone Warden level 31
16th Steel 123rd year of Ascendancy at 09:22 see stats
Portal destroyer (Insane (Adventure) difficulty)
Fought the two Sorcerers and closed one invocation portal.By Journey's End the Drem Stone Warden level 50
17th Iron 124th year of Ascendancy at 21:28 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Journey's End the Drem Stone Warden level 45
20th Dearth 123rd year of Ascendancy at 17:33 see stats
Shasshhiy'Kaish (Insane (Adventure) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Journey's End the Drem Stone Warden level 36
11st Stralite 123rd year of Ascendancy at 08:01 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Journey's End the Drem Stone Warden level 31
31st Steel 123rd year of Ascendancy at 18:46 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Journey's End the Drem Stone Warden level 23
19th Shortage 122nd year of Ascendancy at 22:16 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Journey's End the Drem Stone Warden level 38
17th Stralite 123rd year of Ascendancy at 15:03 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Journey's End the Drem Stone Warden level 9
20th Dearth 122nd year of Ascendancy at 16:18 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Journey's End the Drem Stone Warden level 27
10th Iron 123rd year of Ascendancy at 12:47 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Journey's End the Drem Stone Warden level 41
26th Profit 123rd year of Ascendancy at 21:03 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Journey's End the Drem Stone Warden level 12
28th Dearth 122nd year of Ascendancy at 02:34 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Journey's End the Drem Stone Warden level 42
44th Profit 123rd year of Ascendancy at 06:11 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Journey's End the Drem Stone Warden level 24
29th Shortage 122nd year of Ascendancy at 21:11 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Journey's End the Drem Stone Warden level 17
28th Loss 122nd year of Ascendancy at 19:06 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By Journey's End the Drem Stone Warden level 40
26th Profit 123rd year of Ascendancy at 06:54 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Journey's End the Drem Stone Warden level 34
2nd Gold 123rd year of Ascendancy at 09:20 see stats
Log
Journey's End picks up ( .): grounding drakeskin leather cap of constitution (+10) (0 def, 5 armour).
Journey's End picks up ( .): psion's elven-silk robe (0 def, 0 armour).
Lore found: ominous, dark runed staff
You can read all your collected lore in the game menu, by pressing Escape.
Journey's End picks up ( .): Awakened Staff of Absorption (60-72 power, 60 apr, cold element).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nothing to pick up here.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Journey's End casts Deeprock Form.
Journey's End is imbued by the power of the Stone.
Deeprock Form is still on cooldown for 27 turns.
Resting starts...
Journey's End is abandoned by the Stone's power.
Talent Deeprock Form is ready to use.
Rested for 52 turns (stop reason: all resources and life at maximum).
Journey's End casts Rune: Dissipation.
Resting starts...
Talent Rune: Dissipation is ready to use.
Rested for 18 turns (stop reason: all resources and life at maximum).
=====================
Damage dealt
=====================
4,125,707 arcane
403,726 nature
351,535 physical
124,936 light
56,255 darkness
7,669 fire
6,193 lightning
5,464 temporal
5,411 acid
3,685 blight
486 cold
=====================
Damage taken
=====================
59,278 physical
27,540 fire
26,498 nature
23,510 cold
11,947 blight
11,057 darkness
9,949 lightning
7,153 acid
6,446 arcane
5,422 light
5,223 mind
2,565 temporal



















































































































































































