











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This 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: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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.
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:
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: Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Higher |
| Class | Archmage |
| Level / Exp | 21 / 32% |
| Size | medium |
| Lifes / Deaths | Killed by Mayutha the gigantic sandworm tunneler at level 21 on the 64th Dusk 122nd year of Ascendancy at 17:47 / 1 |
Primary Stats
| Strength | 17 (base 10) |
| Dexterity | 14 (base 10) |
| Constitution | 19 (base 10) |
| Magic | 64 (base 50) |
| Willpower | 50 (base 41) |
| Cunning | 13 (base 11) |
Resources
| Life | -274/312 |
| Mana | 63/522 |
| Healing Factor | 1.1991723257555 |
| Regeneration | 3.8973100587055 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 3 |
| Infravision | 1 |
| See Invisible | 11 |
Offense: Mainhand
| Damage | 30 |
| Accuracy | 10 |
| Crit Chance | 9% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 48 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +20% |
| Physical | +6% |
| Nature | +6% |
| Lightning | +9% |
| Arcane | +3% |
| Acid | +15% |
| All | 0% |
Offense: Damage Penetration
| Mind | +10% |
| Acid | +15% |
Defense: Base
| Armour (hardiness) | 3 (30%) |
| Defense | 11 |
| Ranged Defense | 11 |
| Fatigue | 1 |
| Physical Save | 21 |
| Spell Save | 39 |
| Mental Save | 21 |
Defense: Resistances
| Light | + 18%( 70%) |
| Nature | + 12%( 70%) |
| Arcane | + 16%( 70%) |
| Mind | + 18%( 70%) |
| All | + 10%( 70%) |
Defense: Immunities
| Stun Resistance | 19% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 0% |
| Poison Resistance | 20% |
| Blind Resistance | 15% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 158 damage for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 27% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (49 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| 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 550% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
| Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 1/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 4/5 |
| 2/5 |
| 1/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed red crystal shard. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Equipment
| On feet | Hanesus (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +6 Lck +3 Dex dps ---------- Crit.mult +5.00% Dmg.mod +6% physical ----- def ----- Armour +1 Resists +3% nature +9% light Spell.save +6 (+2 eff.) Stealth +6 HP.reg +2.00 A pair of boots made of leather. |
| Light source | survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+3 eff.) Max.HP +42.00 Heal.mod +12% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Getanik the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% Resists +9% mind Stun/Frz- +20% A cap made of leather. |
| Tool | elm wand of lightning storm [power 122] (15 cooldown)2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 26 lightning damage and will be dazed for 1 turn (132 total damage) Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Rings make your fingers look great! |
| On fingers | rogue's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +6 (+3 eff.) ----- def ----- Defense +4 (+4 eff.) Rings make your fingers look great! |
| Around waist | spiritwalker's rough leather belt of magery1.0 T1 belt armor [Ego++] Arcane While equipped: Stats +8 Mag +4 Wil dps ---------- Spell.crit +3% ---------- misc Mana/turn +0.10 Max.mana +21.00 A belt that goes around your waist. |
| In main hand | infernal yew starstaff (120% power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 120% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Crit.mult +15.00% Spell.pwr +15 (+5 eff.) Melee+ 20 fire Dmg.mod +20% darkness ---------- misc See.Invis +8 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | restful rough leather gloves of magic (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane/Psionic While equipped: Stats +2 Mag dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +1 HP.reg +1.00 ---------- misc Stam/turn +0.60 Max.stam +12.00 Unarmed combat: Power 93% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% Melee+ +5 arcane On Crit.r2 +6 arcane On Hit: 10% Nightmare 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | linen robe 'Eilinelaith' (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: Stats +2 Wil +3 Con dps ---------- Phys.crit +3.0% Phys.pwr +10 (+5 eff.) Dmg.mod +6% nature ----- def ----- Resists +7% all Die.at -80.00 life Poison- +20% Disease- +21% ---------- misc Stam/turn +2.00 See.Invis +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | spellcowled cashmere cloak of Iron Throne (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane/Master While equipped: Stats +3 Str +3 Mag +2 Wil +1 Con ----- def ----- Defense +2 (+2 eff.) Spell.save +7 (+2 eff.) ---------- misc Max.mana +61.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Thunderlord the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +9% lightning +15% acid Res.pen +10% mind +15% acid Melee Ret 2 lightning Amulets make your neck look great! |
Inventory
regeneration infusion of the psychic (heal 240; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 240 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. |
wild infusion (res 17%; physical; dur 3; cd 13)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous 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 17% 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. |
biting gale rune of the titan (damage 76; dur 4; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 76.80 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 5; phase 14; cd 19)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 19 Travel.spd instantaneous 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 14%, your defense is increased by 14 and all your resistances by 14%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune (power 12; resist 17%; move 37%; dur 5; cd 17)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous 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 17% all resistance, you move 37% faster, and you are invisible (power 12). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the warrior (power 13; resist 15%; move 34%; dur 5; cd 22)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous 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 15% all resistance, you move 34% faster, and you are invisible (power 13). 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. |
shatter afflictions rune of the duelist (absorb 64; cd 20)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd 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 64 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 41; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd 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 41 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. |
shatter afflictions rune of the wizard (absorb 117; cd 20)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd 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 117 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. |
gold amulet0.1 T3 amulet jewelry [Normal] Amulets make your neck look great! |
starlit gold amulet of healing0.1 T3 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% light +18% darkness Heal.mod +15% Blind- +27% Cut- +50% Heal: Puts all charms on 35 cooldown Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 205 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Voidbender the steel ring =4CON=0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Str +4 Wil +4 Cun +4 Con dps ---------- Phys.pwr +6 (+3 eff.) Mind.pwr +5 (+2 eff.) Dmg.mod +9% darkness +10% fire Melee Ret 4 darkness On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 24 ----- def ----- Resists +3% darkness +20% fire Rings make your fingers look great! |
marksman's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+6 eff.) Rings make your fingers look great! |
Drake's Bane (156% power, 21 apr)3.0 T2 battleaxe 2H weapon [Unique] Master Power 156% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- D.Red.from +25% Dragon Phys.save +9 (+5 eff.) Stun/Frz- +20% Knockbk- +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
Woepunish (118% power, 2 apr)3.0 T2 battleaxe 2H weapon [Rare] Nature Power 118% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +8 darkness On Crit.r2 +41 fire On Hit: * 10% chance to slow global speed by 48% * 20% chance to reduce armor by 34% While equipped: dps ---------- All.spd +5% Res.pen +13% fire On Hit (Melee): * 20% chance to reduce armor by 34% ----- def ----- Resists +15% fire Massive two-handed battleaxes. |
balanced steel battleaxe of daylight (125% power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Arcane/Master Power 125% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +10 light Against +10% Undead While equipped: dps ---------- Acc +7 (+7 eff.) ----- def ----- Defense +10 (+9 eff.) Disarm- +29% Massive two-handed battleaxes. |
dwarven-steel battleaxe (138% power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Normal] Power 138% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Massive two-handed battleaxes. |
balanced dwarven-steel dagger (116% power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Master Power 116% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Acc +10 (+9 eff.) ----- def ----- Defense +6 (+6 eff.) Disarm- +30% Sharp, short and deadly. |
Genocide (152% power, 4 apr)3.0 T3 greatsword 2H weapon Reqs Str 40 [Unique] Nature/Master Power 152% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
caustic steel greatsword of massacre (140% power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Nature/Master Power 140% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Crit.r2 +9 acid +24 nature While equipped: dps ---------- Res.pen +9% acid +13% nature Apr +9 Massive two-handed swords. |
dwarven-steel greatsword (145% power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Normal] Power 145% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Massive two-handed swords. |
dwarven-steel greatsword of rage (142% power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego+] Master Power 142% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +5 Str dps ---------- Dmg.mod +10% physical Acc +10 (+9 eff.) Massive two-handed swords. |
stralite greatsword of massacre (168% power, 3 apr)3.0 T4 greatsword 2H weapon Reqs Str 35 [Ego] Master Power 168% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Massive two-handed swords. |
thought-forged dwarven-steel greatsword of rage (148% power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego+] Master/Psionic Power 148% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +7 mind On Hit: * 23% chance to reduce all saves and defense by 22 While equipped: Stats +5 Str +5 Cun +2 Wil dps ---------- Dmg.mod +10% physical Acc +10 (+9 eff.) Massive two-handed swords. |
ash longbow of cold4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +8 cold While equipped: dps ---------- Dmg.mod +14% cold Longbows are used to shoot arrows at your foes. |
hateful dwarven-steel longsword (127% power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Ego] Psionic Power 127% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +8 darkness Against +5% Living Sharp, long, and deadly. |
Emelolrawen (134% power, 4 apr)3.0 T3 mace 1H weapon Reqs Str 24 [Rare] Disrupt Power 134% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit: * 13 arcane resource burn While equipped: Stats +1 Str +2 Wil +4 Cun +3 Con ----- def ----- Resists +9% nature +3% light ---------- misc Infravis +2 Blunt and deadly. |
Eye of Summer (94% power, 18 apr, fire damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 94% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Fire Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) All.spd +5% Dmg.mod +10% fire Res.pen +10% fire ----- def ----- Resists -10% cold On Mind Hit: 10% Flame Fury 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
manaburning mossy mindstar of balance (75% power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego] Nature/Disrupt Power 75% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% On Hit: * 12 arcane resource burn While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ----- def ----- Resists +3% arcane Phys.save +3 (+2 eff.) Spell.save +3 (+1 eff.) Mind.save +3 (+2 eff.) ---------- misc Equi/ret +0.70 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. |
manaburning vined mindstar of clarity (83% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Disrupt/Psionic Power 83% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Hit: * 12 arcane resource burn While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Resists +3% arcane Mind.save +3 (+2 eff.) ---------- misc Max.psi +14.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's vined mindstar of clarity (85% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 85% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +3% nature ----- def ----- Resists +3% blight Mind.save +3 (+2 eff.) Disease- +12% ---------- misc Max.psi +12.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar 'Galerebel' (96% power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Rare] Nature Power 96% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Con +3 Wil dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Res.pen +20% lightning ----- def ----- Armour +6 Die.at -40.00 life Max.HP +28.00 HP.reg +1.20 Stun/Frz- +20% ---------- misc 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. |
Amebar the Breezestun4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 On Hit.r1 +8 nature On Crit.r2 +20 nature On Hit: * 20% chance to slow global speed by 48% While equipped: dps ---------- Phys.crit +3.0% Res.pen +10% nature Acc +8 (+8 eff.) ----- def ----- Resists +18% cold Slings are used to hurl stones or metal shots at your foes. |
Olidan the hardened leather sling4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Random Unique] Nature/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 Ranged+ +8 blight On Crit.r2 +34 fire While equipped: Stats +3 Dex dps ---------- Phys.crit +2.0% All.spd +2% Res.pen +6% fire Phasing +10% Acc +8 (+8 eff.) On Hit (Ranged): * 20% chance to reduce armor by 34% ---------- misc Max.vim +20.00 Slings are used to hurl stones or metal shots at your foes. |
hardened leather sling4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Normal] Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Slings are used to hurl stones or metal shots at your foes. |
mighty hardened leather sling4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Ego] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +4 Str dps ---------- Phys.pwr +8 (+4 eff.) Slings are used to hurl stones or metal shots at your foes. |
ash starstaff of might (111% power, 3 apr, light element)5.0 T2 staff 2H weapon [Ego] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +6 (+2 eff.) Dmg.mod +15% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
earthen yew magestaff of might (120% power, 4 apr, arcane element)5.0 T3 staff 2H weapon [Ego] Arcane Power 120% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +9 (+3 eff.) Dmg.mod +20% arcane ----- def ----- Armour +2 Hardiness +4% Phys.save +2 (+1 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent yew starstaff of illumination (127% power, 4 apr, physical element)5.0 T3 staff 2H weapon [Ego] Arcane/Nature Power 127% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +12 (+4 eff.) Dmg.mod +24% physical ----- def ----- Defense +8 (+8 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.6 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 112.00 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
shimmering ash starstaff of fate (111% power, 3 apr, light element)5.0 T2 staff 2H weapon [Ego] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Spell.pwr +6 (+2 eff.) Dmg.mod +15% light ----- def ----- Phys.save +6 (+3 eff.) Spell.save +9 (+3 eff.) Mind.save +6 (+3 eff.) ---------- misc Mana/turn +0.12 Max.mana +43.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering yew magestaff of might (120% power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Ego] Arcane Power 120% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +9 (+3 eff.) Dmg.mod +20% lightning ---------- misc Mana/turn +0.15 Max.mana +45.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
short yew magestaff (120% power, 4 apr, cold element)5.0 T3 staff 1H weapon [Ego] Master Power 120% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew magestaff (120% power, 4 apr, cold element)5.0 T3 staff 2H weapon [Normal] Power 120% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew starstaff of illumination (120% power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Ego] Nature Power 120% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% darkness ----- def ----- Defense +8 (+8 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.3 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 82.63 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
yew starstaff of might (120% power, 4 apr, light element)5.0 T3 staff 2H weapon [Ego] Arcane Power 120% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +9 (+3 eff.) Dmg.mod +20% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
icy steel steamsaw of lightning resistance (+17%) (109% power, 0 apr)3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Ego] Nature/Master/Steamtech Power 109% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +20 Uses 1.0 Steam While equipped: dps ---------- Melee+ 5 cold Melee Ret 6 ice ----- def ----- Armour +3 Defense +4 (+4 eff.) Fatigue +6% Resists +17% lightning ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
truestriking dwarven-steel steamsaw of erosion (124% power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Str 24 Steam Pool [Ego+] Nature/Master/Steamtech Power 124% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +43 Melee+ +9 nature Uses 1.0 Steam While equipped: dps ---------- Res.pen +5% physical Acc +9 (+9 eff.) Apr +7 ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Squalorslice (105% power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Nature Power 105% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Phasing +30% While equipped: Stats +2 Str +3 Dex +9 Wil +12 Con dps ---------- Melee Ret 4 nature ----- def ----- Armour +6 Max.HP +14.00 One-handed war axes. |
elemental dwarven-steel waraxe (119% power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego+] Arcane Power 119% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: * Create an explosion dealing 83 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +12% lightning Res.pen +15% lightning One-handed war axes. |
slime-covered steel waraxe of erosion (111% power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Nature/Disrupt Power 111% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +7 nature On Hit: * 5% chance to slow global speed by 48% One-handed war axes. |
Adanne1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +4 Str +5 Wil +5 Con dps ---------- Phys.pwr +8 (+4 eff.) Dmg.mod +6% arcane ----- def ----- Defense +9 (+9 eff.) Resists +5% acid +6% fire +6% lightning +5% cold Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Stealth +5 ---------- misc Size +1 A belt that goes around your waist. |
Amorak the Searhacker1.0 T3 belt armor [Rare] Nature While equipped: Stats +2 Cun dps ---------- Mind.crit +3% Dmg.mod +6% mind ----- def ----- Resists +6% fire HP.reg +1.40 Heal.mod +16% ---------- misc Max.psi +40.00 A belt that goes around your waist. |
Brightwalker the hardened leather belt1.0 T3 belt armor [Rare] Nature While equipped: Stats +3 Cun +2 Wil dps ---------- Crit.mult +20.00% Melee Ret 8 light ----- def ----- Resists +5% lightning +7% temporal ---------- misc Hate/m.crit +2.00 A belt that goes around your waist. |
Erelonarirath the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Dex +4 Cun +5 Lck ----- def ----- Resists +1% physical Stealth +11 Die.at -40.00 life HP.reg +4.00 Poison- +20% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc T.Disarm +12 Infravis +5 A belt that goes around your waist. |
Getomakath1.0 T3 belt armor [Rare] Psionic While equipped: Stats +5 Str +1 Wil dps ---------- Mind.pwr +5 (+2 eff.) Melee Ret 10 physical ----- def ----- Resists +6% temporal Phys.save +8 (+4 eff.) Max.HP +80.00 A belt that goes around your waist. |
Rope Belt of the Thaloren1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+7 eff.) ---------- misc 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. |
blurring hardened leather belt1.0 T3 belt armor [Ego] Master While equipped: ----- def ----- Defense +10 (+9 eff.) Stealth +5 A belt that goes around your waist. |
insulating rough leather belt of unlife =UNLIFE=1.0 T1 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Resists +6% blight +6% cold +6% fire The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
monstrous hardened leather belt =5CON=1.0 T3 belt armor [Ego+] Nature While equipped: Stats +4 Str +5 Con dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Phys.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Grinenarirand (2 def, 0 armour)2.0 T3 cloak armor [Random Unique] Arcane While equipped: Stats +1 Str +2 Mag +8 Wil dps ---------- Spell.crit +5% Crit.mult +14.00% Spell.pwr +5 (+1 eff.) Dmg.mod +5% arcane Res.pen +7% arcane ----- def ----- Defense +2 (+2 eff.) Crit.chn- 10.00% Spell.save +16 (+5 eff.) Mind.save +7 (+4 eff.) ---------- misc Max.mana +60.00 See.Invis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal linen cloak of Iron Throne (1 def, 0 armour) =2CON=2.0 T1 cloak armor [Ego] Master/Psionic While equipped: Stats +1 Str +2 Wil +2 Con ----- def ----- Defense +1 (+1 eff.) Mind.save +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Normal] While equipped: ----- def ----- Resists +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing cashmere robe of nature (+24%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Dmg.mod +16% nature ----- def ----- Resists +24% nature +11% all ---------- misc Mana/turn +0.10 Psi/turn +0.14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven cashmere robe of lightning (+19%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +3 (+1 eff.) Dmg.mod +13% lightning ----- def ----- Resists +19% lightning +11% all Mind.save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant woollen robe of corrosion (+15%) (0 def, 0 armour) =3CON=2.0 T2 cloth armor [Ego+] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +7% nature +10% acid ----- def ----- Resists +15% acid +9% all Poison- +22% Disease- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of nature (+21%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +14% nature ----- def ----- Resists +21% nature +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
miner's pair of iron boots of tirelessness (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +5 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +11.00 Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of drakeskin leather boots 'Radharain' (0 def, 5 armour)2.0 T5 feet armor [Random Unique] Nature/Master While equipped: Stats +2 Cun +3 Dex dps ---------- Phys.crit +5.0% Phys.pwr +5 (+2 eff.) Apr +5 ----- def ----- Armour +5 Resists +6% darkness +3% cold Max.HP +60.00 HP.reg +4.00 Heal.mod +15% Poison- +20% Disease- +15% Def/telep +5 Res/telep +5% Dur/telep +5% Disengage: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 164% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. It was changed by the digestive sack. |
pair of hardened leather boots 'Shadowwhisper' (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +4 Dex +5 Wil +8 Lck dps ---------- Mind.crit +1% Res.pen +10% darkness Melee Ret 4 mind ----- def ----- Armour +3 Stealth +9 ---------- misc Psi/ret +0.12 A pair of boots made of leather. |
scouring hardened leather gloves of strength (+4) (0 def, 2 armour)1.0 T2 hands armor [Ego+] Disrupt/Master While equipped: Stats +4 Str dps ---------- Phys.pwr +7 (+3 eff.) On Melee Ret: * 15 arcane resource burn ----- def ----- Armour +2 Spell.save +10 (+3 eff.) Unarmed combat: Power 123% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: * 16 arcane resource burn Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady drakeskin leather gloves of dexterity (+3) (0 def, 3 armour)1.0 T4 hands armor [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Acc +16 (+12 eff.) ----- def ----- Armour +3 Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Disarm- +22% Unarmed combat: Power 132% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +12 Apr +5 Crit +14.0% Atk.spd 100% On Hit: 10% Perfect Control 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Floebait (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Wil dps ---------- Res.pen +15% cold ----- def ----- Armour +3 Fatigue +3% Resists +8% blight +12% acid Crit.chn- 15.00% Mind.save +8 (+4 eff.) Cut- +20% A cap made of leather. |
Hailpassion (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% cold On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +2 (+2 eff.) Resists +6% lightning +21% fire +12% light +10% cold A pointy cloth hat, very wizardly... |
Thunderimmortal the linen wizard hat (1 def, 0 armour) =2CON=2.0 T1 head armor [Rare] Nature While equipped: Stats +4 Mag +2 Cun +2 Con dps ---------- Dmg.mod +3% arcane Res.pen +20% lightning Melee Ret 2 arcane ----- def ----- Defense +1 (+1 eff.) Resists +6% fire +6% cold ---------- misc Infravis +1 A pointy cloth hat, very wizardly... |
Xerana the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +4 Str +3 Dex +5 Wil +3 Cun +2 Con dps ---------- Mind.pwr +4 (+2 eff.) Res.pen +10% physical ----- def ----- Defense +2 (+2 eff.) Crit.chn- 15.00% Die.at -80.00 life A pointy cloth hat, very wizardly... |
Yvoreba (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +5 Dex +4 Wil dps ---------- Crit.mult +15.00% Phys.pwr +15 (+7 eff.) Dmg.mod +3% acid ----- def ----- Armour +3 Fatigue +3% ---------- misc Psi/ret +0.08 Max.stam +20.00 A cap made of leather. |
hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
Velawen the Toxinstriker (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Rare] Disrupt While equipped: dps ---------- Dmg.mod +9% darkness +3% cold Res.pen +5% nature Melee Ret 6 nature ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +12% Resists +12% blight +12% cold +19% nature D.Red.from +8% Unnatural A suit of armour made of mail. |
cleansing iron mail armour of lightning resistance (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Disrupt/Master While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +18% lightning +11% nature +11% blight A suit of armour made of mail. |
dwarven-steel mail armour of fire resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego] Master While equipped: ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +12% Resists +17% fire A suit of armour made of mail. |
dwarven-steel mail armour of lightning resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego] Master While equipped: ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +12% Resists +15% lightning A suit of armour made of mail. |
enlightening dwarven-steel mail armour of the deep (3 def, 9 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego++] Nature/Psionic While equipped: Stats +4 Cun +3 Wil ----- def ----- Armour +9 Defense +3 (+3 eff.) Fatigue +12% Resists +7% acid +7% cold Mind.save +13 (+7 eff.) ---------- misc Breathe water A suit of armour made of mail. |
steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Normal] While equipped: ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
stralite mail armour of the deep (4 def, 10 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego+] Nature While equipped: ----- def ----- Armour +10 Defense +4 (+4 eff.) Fatigue +12% Resists +7% acid +9% cold ---------- misc Breathe water A suit of armour made of mail. |
cleansing cured leather armour (6 def, 4 armour)9.0 T2 light armor [Ego] Disrupt While equipped: ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +7% Resists +12% nature +14% blight A suit of armour made of leather. |
hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Normal] While equipped: ----- def ----- Armour +6 Defense +9 (+9 eff.) Fatigue +8% A suit of armour made of leather. |
hardened leather armour of fire resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +9 (+9 eff.) Fatigue +8% Resists +15% fire A suit of armour made of leather. |
hardened leather armour of stability (9 def, 6 armour)9.0 T3 light armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +9 (+9 eff.) Fatigue +8% Resists +6% physical Phys.save +17 (+9 eff.) A suit of armour made of leather. |
prismatic hardened leather armour of acid resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +9 (+9 eff.) Fatigue +8% Resists +18% acid +12% light +12% darkness A suit of armour made of leather. |
rejuvenating hardened leather armour of cold resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +9 (+9 eff.) Fatigue +8% Resists +15% cold HP.reg +3.90 ---------- misc Stam/turn +0.70 A suit of armour made of leather. |
Radhachik the steel shield (0 def, 4 armour, 109% power, 41.5 block)7.0 T2 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 109% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +41 Melee+ +8 physical While equipped: Stats +4 Con dps ---------- Crit.mult +10.00% Dmg.mod +12% physical Apr +3 ----- def ----- Armour +4 Fatigue +8% Resists +16% fire Die.at -80.00 life ---------- misc Talents +1 Block Handheld deflection devices. |
Wrathroot's Barkwood (9 def, 10 armour, 125% power, 60 block)7.0 T2 shield armor Reqs Shield usage training Str 25 [Unique] Nature When used to Attack: Power 125% Range: 1.4x Uses 150% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+9 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
dwarven-steel shield 'Murkmarrow' (0 def, 14 armour, 137% power, 100 block)7.0 T3 shield armor Reqs Shield usage training Str 24 [Rare] Master When used to Attack: Power 137% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +100 Melee+ +8 darkness On Crit.r2 +16 darkness While equipped: Stats +5 Con ----- def ----- Armour +14 Fatigue +8% Resists +6% blight +12% cold Phys.save +7 (+4 eff.) Spell.save +12 (+4 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
steel shield (0 def, 4 armour, 110% power, 42 block)7.0 T2 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 110% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +42 While equipped: ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
Aloneg the Shadequench (22/22, 155% power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Rare] Master Power 155% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +14.0% Capacity 22 Ranged+ +20 mind +8 darkness On Crit.r2 +8 cold On Hit: * 20% chance to reduce all saves and defense by 22 On Crit: * Wound the target dealing 99 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
6 agate0.0 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. |
301 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 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. |
Mucusquarry (dig speed 23 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Res.pen +5% cold ----- def ----- Defense +20 (+14 eff.) Resists +3% fire +6% nature +3% mind Blind- +20% ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) =TOOTH=3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
woodsman's iron pickaxe (dig speed 37 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 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. |
Gerarelach the steel torque of gale force [power 185] (15 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- Spell.crit +2% S.pwr/crit +6 ----- def ----- Spell.save +6 (+2 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 196 physical damage Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 2. 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
evasive dwarven-steel torque of mindblast [power 225] (15 cooldown)2.0 T3 torque charm [Ego] Psionic Blast the opponent's mind dealing 225 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to gain a 18% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
powerful iron torque of clear mind [power 1] (25 cooldown) =CLEAR=2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase all damage by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Xyma the Blazestreak [power 296] (15 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: Stats +4 Dex +1 Wil +6 Con dps ---------- Dmg.mod +6% light Res.pen +10% light Sting an enemy dealing 313 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
elm totem of healing [power 116] (15 cooldown) =HEAL=2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
elm totem of summon tentacle 'Bleakmortal' [power 105] (25 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +3% darkness On Hit (Melee): * 10% chance to slow global speed by 48% ----- def ----- Crit.chn- 15.00% ---------- misc Infravis +1 Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 222 Base Damage: 108 Armor: 2 All Resist: 1 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
extending yew totem of summon tentacle [power 250] (25 cooldown)2.0 T3 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 541 Base Damage: 276 Armor: 0 All Resist: 13 Puts all charms on 25 cooldown 100% to increase the duration of 1 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
Scumlore [power 194] (20 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +18% lightning Res.pen +10% mind Melee Ret 6 lightning On Hit (Melee): * 10% chance to slow global speed by 48% ----- def ----- Resists +12% nature Create a shield absorbing up to 194 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Pride the Higher Archmage level 13
9th Flare 122nd year of Ascendancy at 01:53 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Pride the Higher Archmage level 21
64th Dusk 122nd year of Ascendancy at 00:06 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Pride the Higher Archmage level 10
5th Mirth 122nd year of Ascendancy at 05:46 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Pride the Higher Archmage level 20
42nd Dusk 122nd year of Ascendancy at 02:09 see stats
Orbituary (Insane (Roguelike) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By Pride the Higher Archmage level 2
75th Pyre 122nd year of Ascendancy at 04:15 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Pride the Higher Archmage level 19
33rd Dusk 122nd year of Ascendancy at 15:44 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Pride the Higher Archmage level 10
5th Mirth 122nd year of Ascendancy at 17:06 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Pride the Higher Archmage level 18
27th Dusk 122nd year of Ascendancy at 17:43 see stats
Log
Mayutha the gigantic sandworm tunneler throws two quick punches.
Your time shield crumbles under the damage!
The fabric of time around Pride stabilizes to normal.
The powerful time-altering energies generate a restoration field on Pride.
Mayutha the gigantic sandworm tunneler hits Pride for (73 to time), 0 physical, (4 to time), 71 physical (71 total damage).
Melee retaliation hits Mayutha the gigantic sandworm tunneler for (1 flat reduction), 0 lightning, (1 flat reduction), 0 lightning (0 total damage).
Pride fails to use Shock.
Mayutha the gigantic sandworm tunneler uses Grab.
Mayutha the gigantic sandworm tunneler performs a melee critical strike against Pride!
Pride is pinned to the ground.
Mayutha the gigantic sandworm tunneler hits Pride for 108 physical damage.
Melee retaliation hits Mayutha the gigantic sandworm tunneler for (1 flat reduction), 0 lightning (0 total damage).
Pride's aura of power vanishes.
Pride's spell attains critical power!
Talent Time Prison is ready to use.
Talent Phase Door is ready to use.
Talent Dig is ready to use.
Thunderstorm hits Black ooze for 8 lightning damage.
Pride receives 55 healing from Temporal Restoration Field.
Pride fails to use Shock.
Mayutha the gigantic sandworm tunneler lashes out with a flurry of fists.
Pride slows down.
Mayutha the gigantic sandworm tunneler performs a melee critical strike against Pride!
Mayutha the gigantic sandworm tunneler performs a melee critical strike against Pride!
Mayutha the gigantic sandworm tunneler hits Pride for 109 physical, 177 physical, 179 physical (467 total damage).
Melee retaliation hits Mayutha the gigantic sandworm tunneler for (0 flat reduction), 0 lightning, (0 flat reduction), 0 lightning, (0 flat reduction), 0 lightning (0 total damage).
Pride the level 21 higher archmage was impaled to death by Mayutha the gigantic sandworm tunneler on level 1 of Sandworm lair.
The furious lightning storm around Pride calms down and disappears.














































































































































