









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ascendancy Level Cap Remover 1.7.6--- DESCRIPTION --- This addon removes the level 50 cap from the game (Age of Ascendancy main campaign and arena mode). I'm unsure if it works with DLC (I don't have the DLCs ;-; ). Enjoy :) P.S: This is a simpler version of "Campaign Uncapper" by Starkeep. Instead of scaling every dungeon to your level, this one only removes the level cap. Consider checking that addon out! --- INSTALLATION --- 1) Download the file 2) Move it inside /(Your Game Directory)/game/addons 3) Launch Tales of Maj'Eyal 4) On the main menu, select "Addons" 5) Find "Ascendancy Level Cap Remover" and ensure it's active --- COMPATIBILITY --- It is not compatible with mods that change data/birth/descriptors.lua (It should be compatible with most mods; it is unknown if it works with the ones that add new campaigns) Updated to work for 1.7.6 Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
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: Customizable LevelUp 1.7.2Provides an in-game menu to customize what, if any, additional benefits your character gains when leveling up. You can access these settings by going to the SparkLevel tab in the Game Options. Changelog 1.0.1 - 2020-12-31 1.0.2 - 2021-01-02 1.0.3 - 2021-01-02 Light From Below 1.7.6Below Eyal, something is calling. Deep in the tunnels, past the dwarven fortress of Iron Gate, you have stumbled upon a Light... This addon adds a new campaign set in the depths below the Iron Throne, during an unknown time period. Quick Combos 1.7.4Lets you link together instant talents so that you can use them with one button press. True Full Respec Mastery Boost 1.7.6Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the bug for prodigies learning introduced v1.7. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. This version buffs the mastery increase from 0.2 to 0.4 as well. This is rolled in because mastery boosting is incompatible with category respec mods. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: 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. Faetouched Collection 1.7.0In the realm of Titania, the Midsummer Queen, there live the Faeries, mystical beings as graceful as they are fickle. Drama and mayhem spring forth wherever they walk, and those whose lives they touch are forever changed, their fates intertwined with that of the mysterious Faesong. Luminously-beautiful and deadly, those who learn to ride its mercurial ebbs and flows shall wield power far beyond mortal magic. New paths opened by the Fae currently include: Charmed (class): Ordinary creatures drawn haplessly into the faeries' mischief. Adapt to their capricious will and unleash havoc upon the battlefield in a chaotic flash of mist-woven steel! Wood Sprite (race): Eyal-born faeries of wood and wind, mischievous and mobile. Unburdened by heavy armour, fly circles around your witless adversaries before sending them peacefully to their graves in a gentle Midsummer Dream! Moonchild (class): Unfortunate souls infused with the faeries' magic from birth, bent by its will as they bend it to theirs. Shattered between Spring's slothful light and Autumn's merciless chill, find peace within your broken halves to dominate any who oppose you with peerlessly destructive and illusive magic! Fetch (race): Wretched imitations of mortals created by and for the faeries' fancy, forever yearning to be whole. Shatter your body and soul to shift your identity and avoid danger, and mimic the talents of others to make yourself at last complete! Additionally includes a new starting scenario with original art, music, and dialogue, 7 new artifacts, 6 new enemy mobs, and an unlockable Fae-Drake category for Wyrmic. The realm of the Fae is ever-changing, and new paths may yet open in the future! Look not with your eyes, adventurer. The beauty you see hides terror beyond reckoning. Class: Revamped Wyrmic 1.7.0A variation on wyrmics, as a multi-elemental debuff-centered class. The core of Wyrmic is: Then, a wyrmic picks one of the six natural elements: Fire, Ice, Lightning, Sand, Acid, or Poison. Each element has a single ability available right away, and a set of advanced skills that require a category point to access. Apex Predator - new generic tree that fills in a few gaps and lets you wear gems. Credits Compatibility Other Hoardling Ascendant race 1.7.6Adds the Hoardling Ascendant race. Hoardlings Ascendant are powerful draconic dwarves with very the capacity to become nearly indestructible in long enough infinite games. Made for Dragonfabri. |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Hoardling Ascendant |
| Class | Wyrmic |
| Level / Exp | 33 / 86% |
| Size | huge |
| Lifes / Deaths | Killed by orc soldier at level 2 on the 17th Voratun 122nd year of Ascendancy at 16:55 2 / 4Killed by arcane crystal at level 8 on the 31st Voratun 122nd year of Ascendancy at 08:19 Killed by skeleton magus at level 11 on the 16th Profit 122nd year of Ascendancy at 17:41 Killed by Eloriassra the thief at level 18 on the 16th Wealth 122nd year of Ascendancy at 18:33 |
Primary Stats
| Strength | 201.91604001371 (base 67) |
| Dexterity | 57.946283932269 (base 10) |
| Constitution | 66.946283932269 (base 11) |
| Magic | 56.946283932269 (base 10) |
| Willpower | 165.91604001371 (base 67) |
| Cunning | 133.94628393227 (base 54) |
Resources
| Life | 1845/1845 |
| Stamina | 478/586 |
| Equilibrium | 45 |
| Healing Factor | 1.5632518067175 |
| Regeneration | 40.435080216517 |
Speed
| Mental | +26.18187252037% |
| Attack | +26.18187252037% |
| Movement | +45.500210585528% |
| Spell | +26.18187252037% |
| Global | +158.08845445521% |
Vision
| Sight | 10 |
| Lite | 12 |
| See Stealth | 17 |
| See Invisible | 11 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 276 |
| Accuracy | 62 |
| Crit Chance | 51% |
| APR | 25 |
| Speed | 0.79 |
Offense: Spell
| Spellpower | 38 |
| Crit Chance | 49% |
| Speed | 0.79250686332822 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 111 |
| Crit Chance | 79% |
| Speed | 0.79250686332822 |
Offense: Damage Bonus
| Lightning | +19% |
| Light | +20% |
| Cold | +23% |
| Nature | +18% |
| Physical | +24% |
| Mind | +25% |
| All | +10% |
Offense: Damage Penetration
| Lightning | +56% |
| Light | +37% |
| All | +27% |
Defense: Base
| Armour (hardiness) | 48.370518998435 (69.823135475018%) |
| Defense | 65 |
| Ranged Defense | 65 |
| Fatigue | 0 |
| Physical Save | 71 |
| Spell Save | 63 |
| Mental Save | 85 |
Defense: Resistances
| Lightning | + 47%( 70%) |
| Acid | + 32%( 70%) |
| Nature | + 52%( 70%) |
| Cold | + 61%( 70%) |
| Mind | + 35%( 70%) |
| Physical | + 33%( 70%) |
| Fire | + 38%( 70%) |
| All | + 28%( 70%) |
Defense: Immunities
| Stun Resistance | 60% |
| Confusion Resistance | 23% |
| Blind Resistance | 58% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 56% |
Inscriptions (3/3)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 786 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: 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 43% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 392 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Dragon's Breath | 1.70 |
| 5/5 |
| 2/5 |
| 3/5 |
| 5/5 |
| Wild-gift / Ice Wyrm | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Venom Wyrm | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Acid Wyrm | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Sand Wyrm | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Wild-gift / Storm Wyrm | 1.43 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Wild-gift / Fire Wyrm | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Prismatic Aspect | 1.30 |
| 3/5 |
| 2/5 |
| 5/5 |
| 2/5 |
| Wild-gift / Draconic Body | 1.30 |
| 3/5 |
| 2/5 |
| 3/5 |
| 2/5 |
| Wild-gift / Draconic Combat | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Wild-gift / Fungus | 1.10 |
| 2/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Apex Predator | 1.30 |
| 1/5 |
| 5/5 |
| 4/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 3/5 |
| 2/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Wild-gift / Harmony | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Race / Hoardling ascendant | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Scorched Speed |
| talent | Chant of Fortitude |
| talent | Lashing Tail |
| talent | Elemental Harmony |
| talent | Icy Armor |
| talent | Venomous Strikes |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You failed to protect the lone alchemist from death by Ereoran the gold. Escort: lone alchemist (level 6 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 5 of Dreadfell. Escort: temporal explorer (level 5 of Dreadfell)As a reward you improved Willpower by +5. | done |
You failed to protect the worried loremaster from death by Ivytta the skeleton warrior. Escort: worried loremaster (level 2 of Ruins of Kor'Pul) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 202. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed honey tree root. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed naga tongue. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed vial of elder vampire blood. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed skeleton mage skull. * You've found the needed snow giant kidney. 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 black mamba head. * You've found the needed length of troll intestine. * You've found the needed storm wyrm claw. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | 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 within5 lumberjacks have died. | 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 | Saliyarilaith the pair of dwarven-steel boots (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +5 Str +3 Mag +3 Wil +5 Con offense ------ Mind Crit +2% Mindpower +10 (+2 eff.) Damage +6% physical On-Hit (Melee): * 20% chance to reduce all saves and defense by 53 defense ------ Armor +4 Fatigue +3% other ------- Spell cooldown 10% Size +1 Blink to a nearby random location (rad 9) Puts all charms on 25 turn cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | alchemist's lamp 'Goruromidil'1.0 Encumbrance T3 lite [Random Unique] Master/Psionic While equipped: offense ------ Mind Crit +8% Mindpower +6 (+1 eff.) defense ------ Defense +28 (+7 eff.) Resistance +6% cold Physical save +13 (+3 eff.) Spell save +13 (+3 eff.) Mind save +28 (+6 eff.) Blind Resist +29% Disease Resist +20% Confus Resist +13% Stun Resist +10% other ------- Light +8 See Stealth +17 See Invisibility +11 Track: Puts all charms on 40 turn cooldown Effective talent level: 6.5 Power cost 40 out of 40/40. Range melee/personal Cooldown: 18 Travel.spd instantaneous Description: Sense foes around you in a radius of 42 for 9 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | bladed dwarven-steel helm of knowledge (0 def, 4 armour)3.0 Encumbrance T3 head armor [Ego++] Master/Psionic While equipped: Stats +5 Str +3 Wil +2 Cun offense ------ Mindpower +3 (+1 eff.) defense ------ Armor +4 Fatigue +4% Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 4.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 10 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 909.6 Physical damage. If the attack hits, the target is confused (40% effect) for 6 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. |
| On hands | Golden Touch (0 def, 0 armour) Golden Touch (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Arcane While equipped: Stats +20 Lck offense ------ On-Hit 10 light Damage +10% light Ignore resists +10% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. There are those to whom the right touch comes naturally and unthinkingly. With a wave of their hand, or the tiniest nudge of a finger, all falls neatly into order, as though it were always meant to be so. The rest of us may don these golden fae-woven silk gloves. |
| Tool | The Cog The Cog0.0 Encumbrance T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
| On fingers | Aerokhad the steel ring0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: Stats +4 Cun +3 Mag offense ------ Damage +15% mind +13% cold defense ------ Resistance +9% mind +26% cold other ------- Light +3 Rings make your fingers look great! |
| On fingers | Ring of Growth0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+2 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| Around waist | Rope Belt of the Thaloren1.0 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. |
| In main hand | Obliterator (159% power, 10 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Unique] Master Weapon Damage 160% Range: 1.0x-1.5x Uses 40% Wil, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Attack Speed 100% On Hit: * Sends a tremor through the ground which causes jagged rocks to erupt in a beam of length 5, dealing 150 Physical damage (equal to your Strength, up to 150) and causing targets hit to bleed for an additional 50 damage over 5 turns. Bleeding can stack. Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. While equipped: Stats +5 Str +5 Con offense ------ Critical power +10.00% This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. |
| Socketed Gems | amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% 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. |
| Main armor | enlightening drakeskin leather armour of alacrity (20 def, 8 armour)9.0 Encumbrance T5 light armor [Ego++] Master/Psionic While equipped: Stats +6 Cun +5 Wil offense ------ Combat Speed +15% Spell Speed +15% Mind Speed +15% defense ------ Armor +8 Defense +20 (+5 eff.) Fatigue +8% Mind save +16 (+3 eff.) A suit of armour made of leather. |
| Cloak | Nerolle the cashmere cloak (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Random Unique] Master/Psionic While equipped: Stats +3 Dex +4 Wil +4 Cun offense ------ Physical Crit +3.0% Mind Crit +5% Critical power +16.00% Physical Power +18 (+4 eff.) Accuracy +30 (+7 eff.) Ignore Armor +8 On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 20 defense ------ Defense +2 (+1 eff.) Fatigue -4% Physical save +6 (+1 eff.) Stealth +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | grounding copper amulet of mastery (0.13 Wild-gift / Storm Wyrm)0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +12% lightning Stun Resist +21% other ------- Masteries +0.13 Wild-gift/Storm Wyrm Amulets make your neck look great! |
Inventory
Primal Infusion (affinity 27%; reduction 5; dur 4; cd 18)0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 27% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 5 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 (heal 69; cd 15)0.1 Encumbrance infusion scroll [Normal] 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 69 then cleanse 1 wound, poison, and disease effect. 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 |
healing infusion of the psychic (heal 403; cd 13)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 instantly heal yourself for 403 then cleanse 1 wound, poison, and disease effect. 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 |
movement infusion (speed 428%; cd 14)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 increase movement speed by 428% 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. |
movement infusion of the warrior (speed 1006%; cd 10)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 1006% 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. |
regeneration infusion (heal 289; 14 cd)0.1 Encumbrance infusion scroll [Normal] 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 289 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the duelist (heal 289; 16 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 289 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. Press to compare to your current inscriptions |
regeneration infusion of the warrior (heal 755; 14 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 755 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the psychic (res 51%; magical; dur 3; cd 14)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 cure yourself of one random magical effect and reduce all damage taken by 51% for 3 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 psychic (res 49%; magical; dur 3; cd 15)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 cure yourself of one random magical effect and reduce all damage taken by 49% for 3 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 43%; physical; dur 3; cd 11)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 cure yourself of one random physical effect and reduce all damage taken by 43% for 3 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 28%; mental; dur 2; cd 12)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 mental effect and reduce all damage taken by 28% 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 |
blink rune of the sneak (range 9; phase 27; cd 16)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 9 Cooldown: 13 Usage Speed: Spell (79% 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 27%, your defense is increased by 27 and all your resistances by 27%. 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. |
Rune of the Rift (813.66 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 11 Usage Speed: Spell (79% of a turn) Is: a spell Description: Inflicts 895.03 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 19 Usage Speed: Spell (79% 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; lightning, physical, light, cold, arcane)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Spell (79% 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: 3 lightning, 2 physical, 3 light, 3 cold, 5 arcane Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 17 Usage Speed: Spell (79% 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 89; cd 17)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 89 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 583; dur 4; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 583 damage for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the titan (absorb 274; dur 3; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 274 damage for 3 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. |
teleportation rune (range 38; cd 11)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 9 Usage Speed: Spell (79% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 38 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. |
Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+1 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Daneth's Neckguard2.0 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. |
Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+4 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Splendourvein0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: offense ------ Damage +6% mind Ignore resists +15% light +20% mind When Hit 4 mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 53 defense ------ Armor +5 Defense +6 (+2 eff.) Resistance +12% mind Max Resistance +4% all Physical save +15 (+3 eff.) other ------- Light +2 Amulets make your neck look great! |
restful steel amulet of strength (+2)0.1 Encumbrance T2 amulet jewelry [Ego] Nature/Master While equipped: Stats +2 Str defense ------ Fatigue -5% Life Regen +1.00 Amulets make your neck look great! |
Dourpiercer0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: offense ------ Damage +11% light Ignore resists +15% fire When Hit 2 darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 42% defense ------ Resistance +22% light other ------- Light +2 Rings make your fingers look great! |
copper ring 'Isolaith'0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +2 Str offense ------ Critical power +5.00% Damage +6% physical Accuracy +5 (+1 eff.) defense ------ Armor +4 Resistance +1% physical other ------- Stamina/turn +1.00 See Invisibility +3 Rings make your fingers look great! |
Nightsong0.1 Encumbrance T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun offense ------ Damage +10% darkness defense ------ Defense +6 (+2 eff.) Fatigue -7% Mind save +13 (+3 eff.) other ------- Max stamina +25.00 Cooldown Shadowstep -1 Shadowstep: Effective talent level: 3.5 Power cost 50 out of 50/50. Range 8 Cooldown: 5 Travel.spd instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 180% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 31.08 cold and 31.33 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
warrior's steel ring of sensing0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str defense ------ Armor +4 Blind Resist +21% other ------- Infravision +3 See Stealth +7 See Invisibility +5 Rings make your fingers look great! |
Bokasadig the gold ring0.1 Encumbrance T3 ring jewelry [Rare] Arcane While equipped: Stats +7 Mag offense ------ Mind Crit +3% Critical power +20.00% defense ------ Defense +15 (+4 eff.) Spell save +14 (+3 eff.) Mind save +6 (+1 eff.) Unlife -40.00 life Life +100.00 Disarm Resist +20% other ------- Max hate +6.00 Rings make your fingers look great! |
Inertial Twine0.1 Encumbrance T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil offense ------ Damage +5% physical defense ------ Armor +5 Resistance +5% physical Physical save +12 (+3 eff.) Knockbk Resist +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Crystal Shard (113% power, 4 apr, physical element)5.0 Encumbrance T2 staff 2H weapon [Unique] Arcane Weapon Damage 113% Range: 1.0x-1.2x Uses 130% Mag, 40% Wil Damage Arcane Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% Damage Conversion 50% blight While equipped: offense ------ Spell Crit +4% Spellpower +14 (+5 eff.) Damage +18% arcane +18% blight defense ------ Resistance +10% arcane +10% blight Affinity +20% arcane Create 2 living shards of crystal to serve you for 10 turns. Uses 45 power out of 45/45 This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
magewarrior's short ash vilestaff of the prodigy (111% power, 3 apr, fire element)5.0 Encumbrance T2 staff 1H weapon [Ego++] Arcane/Master Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag, 40% Wil Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +7 Mag +8 Wil +7 Cun offense ------ Physical Crit +7.0% Spell Crit +5% Physical Power +7 (+2 eff.) Spellpower +13 (+5 eff.) Spellpower/crit +7 Damage +15% fire Accuracy +7 (+1 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Beyran the Glimmerbearer (120% power, 4 apr, fire element)5.0 Encumbrance T3 staff 2H weapon [Rare] Arcane Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag, 40% Wil Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+3 eff.) Damage +15% light +44% fire Ignore resists +25% light +25% cold other ------- Mana/turn +0.28 Max mana +50.00 Light +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Olylakath the Jetshine (120% power, 4 apr, arcane element)5.0 Encumbrance T3 staff 2H weapon [Rare] Arcane Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag, 40% Wil Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +1 Cun +4 Wil offense ------ Spell Crit +3% Critical power +10.00% Spellpower +21 (+7 eff.) Damage +12% lightning +20% arcane +15% mind defense ------ Resistance +6% darkness other ------- Max hate +10.00 Max positive +10.00 Max negative +10.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal elven-wood magestaff (129% power, 5 apr, fire element)5.0 Encumbrance T4 staff 2H weapon [Ego+] Arcane Weapon Damage 129% Range: 1.0x-1.2x Uses 80% Mag, 40% Wil Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Critical power +22.00% Spellpower +18 (+6 eff.) On-Hit 20 fire Damage +25% fire other ------- See Invisibility +10 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Runolach (136% power, 6 apr, darkness element)5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag, 40% Wil Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +3 Str offense ------ Spell Crit +5% Critical power +20.00% Spellpower +15 (+5 eff.) Spellpower/crit +11 Damage +6% acid +3% physical +30% darkness Accuracy +5 (+1 eff.) defense ------ Resistance +3% acid +15% darkness other ------- Mana/turn +0.33 Max mana +59.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
iron battleaxe (109% power, 1 apr)3.0 Encumbrance T1 battleaxe 2H weapon [Normal] Weapon Damage 109% Range: 1.0x-1.5x Uses 40% Wil, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% Massive two-handed battleaxes. |
Drake's Bane (156% power, 21 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Unique] Master Weapon Damage 156% Range: 1.0x-1.5x Uses 40% Wil, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +21 Critical Rate +2.0% Attack Speed 100% Damage Against +25% Dragon While equipped: Stats +6 Str defense ------ Resist Against +25% Dragon Physical save +9 (+2 eff.) Stun Resist +20% Knockbk Resist +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. |
Stormfront (136% power, 15 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Unique] Nature Weapon Damage 137% Range: 1.0x-1.5x Uses 40% Wil, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +5.0% Attack Speed 100% On-hit +15 lightning +15 cold On Critical: * inflicts either shocked or wet, chosen at random While equipped: offense ------ Damage +12% lightning +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
acidic dwarven-steel battleaxe of phasing (138% power, 9 apr)3.0 Encumbrance T3 battleaxe 2H weapon [Ego] Arcane Weapon Damage 139% Range: 1.0x-1.5x Uses 40% Wil, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +6.5% Attack Speed 100% Ignore Shields +17% On Critical: * Splash the target with acid dealing 110 damage over 5 turns and reducing armor and accuracy by 14 Massive two-handed battleaxes. |
Khulmanar's Wrath (182% power, 8 apr)3.0 Encumbrance T5 battleaxe 2H weapon [Unique] Arcane Weapon Damage 182% Range: 1.0x-1.5x Uses 40% Wil, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +8.0% Attack Speed 100% On-hit +50 fire Damage Conversion 20% fire While equipped: offense ------ Damage +20% fire Ignore resists +25% fire defense ------ Resistance +20% fire The wearer is treated as a demon. Infernal Breath: Effective talent level: 4.5 Power cost 35 out of 35/35. Range melee/personal Cooldown: 17 Travel.spd instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 7. Any non demon caught in the area will take 367.25 fire damage, and flames will be left dealing a further 86.53 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
Tirakai's Maul (139% power, 6 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Unique] Arcane Weapon Damage 139% Range: 1.0x-1.3x Uses 40% Wil, 10% Mag, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +8.0% Attack Speed 100% While equipped: No gem Imbue the hammer with a gem of your choice. Uses 10 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
Coaloracle (168% power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Rare] Master Weapon Damage 168% Range: 1.0x-1.5x Uses 40% Wil, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On-hit +12 mind On-crit, radius 2 +20 darkness +12 light +8 mind While equipped: offense ------ Mindpower +30 (+5 eff.) Damage +15% darkness When Hit 4 light other ------- Hate-on-crit +3.00 Massive two-handed mauls. |
iron greatsword 'Aridhenn' (116% power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Rare] Disrupt Weapon Damage 116% Range: 1.0x-1.6x Uses 40% Wil, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On Hit: * 7% chance to slow global speed by 83% While equipped: offense ------ On-Hit (Melee): * 10% chance to reduce armor by 30% defense ------ Resistance +3% lightning +3% light +6% acid Massive two-handed swords. |
Genocide (152% power, 4 apr)3.0 Encumbrance T3 greatsword 2H weapon [Unique] Nature/Master Weapon Damage 152% Range: 1.0x-1.6x Uses 40% Wil, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +18.0% Attack Speed 100% Damage Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con defense ------ Resist Against +15% Orc Life Regen +0.50 other ------- Stamina/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. |
Isylaith (144% power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Rare] Master Weapon Damage 145% Range: 1.0x-1.6x Uses 40% Wil, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +5 Con offense ------ Critical power +20.00% Ignore resists +10% physical Accuracy +14 (+3 eff.) Ignore Armor +3 defense ------ Defense +28 (+7 eff.) Disarm Resist +49% other ------- Stamina/turn +3.00 Massive two-handed swords. |
Manykath (171% power, 3 apr)3.0 Encumbrance T4 greatsword 2H weapon [Random Unique] Nature/Master Weapon Damage 171% Range: 1.0x-1.6x Uses 40% Wil, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On-crit, radius 2 +12 lightning +27 cold While equipped: offense ------ Move Speed +39% Ignore resists +23% lightning +24% cold +13% all Accuracy +16 (+4 eff.) Ignore Armor +7 defense ------ Resistance +9% temporal +3% darkness +5% arcane Spell save +6 (+1 eff.) Massive two-handed swords. |
Salynor the stralite greatsword (161% power, 3 apr)3.0 Encumbrance T4 greatsword 2H weapon [Random Unique] Arcane/Master Weapon Damage 161% Range: 1.0x-1.6x Uses 40% Wil, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On-Hit, radius 1 +4 arcane On Hit: * 20% chance to reduce strength, dexterity, and constitution by 20 * 20% chance to reduce all saves and defense by 53 On Critical: * Splash the target with acid dealing 110 damage over 5 turns and reducing armor and accuracy by 14 While equipped: Stats +7 Str offense ------ Damage +3% blight +14% physical Ignore resists +19% all Accuracy +47 (+11 eff.) Ignore Armor +12 When Hit 6 mind Massive two-handed swords. |
Skywoe the voratun greatsword (195% power, 4 apr)3.0 Encumbrance T5 greatsword 2H weapon [Random Unique] Master/Psionic Weapon Damage 195% Range: 1.0x-1.6x Uses 40% Wil, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On-hit +8 lightning On-Hit, radius 1 +4 lightning On-crit, radius 2 +12 physical On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +3 Str offense ------ Ignore resists +12% all Accuracy +27 (+6 eff.) Ignore Armor +10 defense ------ Resistance +3% physical Massive two-handed swords. |
Skullcleaver (120% power, 4 apr)3.0 Encumbrance T1 waraxe 1H weapon [Unique] Arcane Weapon Damage 121% Range: 1.0x-1.4x Uses 40% Wil, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +12.0% Attack Speed 100% Lifesteal +10% Damage Conversion 25% blight While equipped: offense ------ Damage +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
steel waraxe (105% power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Normal] Weapon Damage 106% Range: 1.0x-1.4x Uses 40% Wil, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% One-handed war axes. |
Betyta (150% power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon [Random Unique] Nature/Master Weapon Damage 151% Range: 1.0x-1.4x Uses 40% Wil, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +9 Con +8 Wil offense ------ Physical Crit +13.0% defense ------ Defense +15 (+4 eff.) Resistance +3% acid +3% light +9% nature Life +50.00 Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% One-handed war axes. |
Unerring Scalpel (111% power, 25 apr)1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 111% Range: 1.0x-1.3x Uses 40% Wil, 55% Dex, 45% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Ignore Shields +50% While equipped: offense ------ Accuracy +20 (+5 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Spellblaze Shard (120% power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 121% Range: 1.0x-1.3x Uses 40% Wil, 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +12.0% Attack Speed 100% Lifesteal +6% On-hit +20 blight +20 fire While equipped: Stats +5 Mag defense ------ Resistance +10% blight +10% fire other ------- Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Dagger of the Past (129% power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Weapon Damage 129% Range: 1.0x-1.3x Uses 40% Wil, 50% Mag, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +20.0% Attack Speed 111% On-hit +5 temporal Damage Conversion 30% temporal While equipped: offense ------ Move Speed +20% Damage +5% temporal defense ------ Defense +10 (+3 eff.) Spell save +10 (+2 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +5% Out-of-Phase Resilience +15% other ------- Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Xoriada (114% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Rare] Arcane Weapon Damage 114% Range: 1.0x-1.3x Uses 40% Wil, 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +12 physical On Hit: * 25% chance for lightning to strike from the target to a second target dealing 66 damage While equipped: Stats +3 Con offense ------ Physical Power +15 (+3 eff.) Damage +9% physical defense ------ Armor +8 Resistance +4% physical Physical save +9 (+2 eff.) other ------- Max stamina +20.00 Sharp, short and deadly. |
truestriking stralite dagger of corruption (132% power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Ego++] Arcane/Master Weapon Damage 132% Range: 1.0x-1.3x Uses 40% Wil, 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On Hit: 20% Curse of Death level 4 While equipped: offense ------ Ignore resists +9% physical Accuracy +9 (+2 eff.) Ignore Armor +10 Sharp, short and deadly. |
caustic voratun dagger of massacre (156% power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Ego+] Nature/Master Weapon Damage 157% Range: 1.0x-1.3x Uses 40% Wil, 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-crit, radius 2 +17 acid +42 nature While equipped: offense ------ Ignore resists +13% acid +7% nature Ignore Armor +10 Sharp, short and deadly. |
Serpent's Glare (91% power, 15 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Unique] Nature Weapon Damage 92% Range: 1.0x-1.1x Uses 90% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +15 Critical Rate +7.0% Attack Speed 100% Damage Conversion 30% poison While equipped: offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) Damage +10% nature defense ------ Resistance +10% nature Poison Resist +50% Spit Poison: Effective talent level: 3.5 Power cost 8 out of 8/8. Range 10 Cooldown: 5 Travel.spd instantaneous Is: a nature gift Description: Spit poison at your target, doing 545.10 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
horrifying mossy mindstar of balance (75% power, 12 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 75% Range: 1.0x-1.1x Uses 90% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+0 eff.) On-Hit 4 mind 4 darkness Damage +3% mind +3% darkness defense ------ Physical save +3 (+0 eff.) Spell save +3 (+1 eff.) Mind save +2 (+0 eff.) other ------- EQ when Hit +0.60 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 mossy mindstar (75% power, 12 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature Weapon Damage 75% Range: 1.0x-1.1x Uses 90% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+0 eff.) Damage +2% nature defense ------ Resistance +2% blight Disease Resist +10% 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. |
Eye of Summer (94% power, 18 apr, fire damage)3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Weapon Damage 95% Range: 1.0x-1.1x Uses 90% Wil, 30% Cun Damage Fire Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+1 eff.) Global Speed +5% Damage +10% fire Ignore resists +10% fire defense ------ Resistance -10% cold On Mind Hit: 10% Flame Fury level 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
Eye of Winter (94% power, 18 apr, cold damage)3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Weapon Damage 95% Range: 1.0x-1.1x Uses 90% Wil, 30% Cun Damage Cold Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+1 eff.) Damage +10% cold Ignore resists +10% cold defense ------ Armor +10 Resistance -10% fire On Mind Hit: 10% Winter's Fury level 2 This mindstar glows with a dim cool light, but seems somehow incomplete. |
Kinetic Focus (88% power, 18 apr, physical damage)3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Weapon Damage 89% Range: 1.0x-1.1x Uses 90% Wil, 30% Cun Damage Physical Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+1 eff.) Damage +10% physical Ignore resists +6% physical defense ------ Resistance +10% physical Physical save +6 (+1 eff.) other ------- Psi-on-crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Kinetic energies are focussed in the core of this mindstar. |
Velotta (83% power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 84% Range: 1.0x-1.1x Uses 90% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +1 Mag +3 Wil offense ------ Mind Crit +2% Critical power +15.00% Mindpower +4 (+1 eff.) Resonance +11% Damage +4% mind Ignore resists +5% mind defense ------ Resistance +6% mind +6% cold Disease Resist +20% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Psi when Hit +0.80 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. |
absorbing vined mindstar of balance (88% power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 89% Range: 1.0x-1.1x Uses 90% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) defense ------ Resistance +6% lightning +5% fire +9% cold Physical save +2 (+0 eff.) Spell save +4 (+1 eff.) Mind save +2 (+0 eff.) other ------- EQ when Hit +0.70 Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.10 Psionic/Absorption 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. |
harmonious vined mindstar of gales (87% power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego++] Nature Weapon Damage 87% Range: 1.0x-1.1x Uses 90% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) Damage +7% lightning +5% cold +3% nature +6% physical Ignore resists +4% nature defense ------ Defense +12 (+3 eff.) Resistance +3% nature Pinning Resist +19% other ------- Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Harmony 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. |
vined mindstar 'Blastrot' (87% power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Rare] Nature Weapon Damage 87% Range: 1.0x-1.1x Uses 90% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +3 Cun offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) Ignore resists +15% lightning defense ------ Resistance +15% lightning Healmod +14% Heal-on-summon +10 other ------- Hate-on-crit +2.00 Max hate +4.00 Light +3 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 'Halimahir' (93% power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 93% Range: 1.0x-1.1x Uses 90% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% On-Hit, radius 1 +16 physical On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +5 Dex +4 Wil offense ------ Mind Crit +3% Mindpower +6 (+1 eff.) Damage +6% physical Ignore Armor +6 defense ------ Spell save +5 (+1 eff.) other ------- Stamina/turn +3.00 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 'Umbrawill' (94% power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon [Random Unique] Nature/Psionic Weapon Damage 95% Range: 1.0x-1.1x Uses 90% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% On-hit +12 blight On-Hit, radius 1 +4 darkness On-crit, radius 2 +4 darkness +4 blight On Hit: * 20% chance to reduce damage dealt by 42% While equipped: Stats +2 Cun +3 Wil offense ------ Mind Crit +3% Mindpower +12 (+2 eff.) Damage +6% physical +5% nature +3% darkness Ignore resists +5% physical defense ------ Resistance +5% blight +7% physical Disease Resist +15% 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. |
Glonne the pulsing mindstar (105% power, 32 apr, nature damage)3.0 Encumbrance T4 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 106% Range: 1.0x-1.1x Uses 90% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: offense ------ Mind Crit +4% Mindpower +8 (+1 eff.) On-Hit 12 mind 11 darkness Damage +9% mind +8% darkness defense ------ Resistance +6% blight +6% fire +15% nature Physical save +6 (+1 eff.) Spell save +9 (+2 eff.) Stun Resist +10% 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. |
pulsing mindstar 'Bileglean' (108% power, 32 apr, nature damage)3.0 Encumbrance T4 mindstar 1H weapon [Random Unique] Nature/Psionic Weapon Damage 108% Range: 1.0x-1.1x Uses 90% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% On-Hit, radius 1 +8 nature On Hit: * 20% chance to slow global speed by 83% While equipped: offense ------ Mind Crit +4% Mindpower +17 (+3 eff.) On-Hit (Melee): * 20% chance to slow global speed by 83% * 10% chance to reduce all saves and defense by 53 defense ------ Resistance +6% mind Mind save +5 (+1 eff.) Life +42.00 Life Regen +1.10 other ------- Max psi +23.00 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. |
pulsing mindstar 'Emonne' (108% power, 32 apr, nature damage)3.0 Encumbrance T4 mindstar 1H weapon [Rare] Nature Weapon Damage 108% Range: 1.0x-1.1x Uses 90% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +2 Wil offense ------ Mind Crit +4% Mindpower +8 (+1 eff.) Damage +9% mind defense ------ Resistance +9% nature +24% fire Healmod +26% Heal-on-summon +26 Blind Resist +20% Disease Resist +20% other ------- Max psi +50.00 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. |
Stormlash (115% power, 7 apr)3.0 Encumbrance T1 whip 1H weapon [Unique] Arcane Weapon Damage 115% Range: 1.0x-1.1x Uses 40% Wil, 100% Dex Damage Physical Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +7 Critical Rate +5.0% Attack Speed 125% Damage Conversion 50% dazing lightning On Critical: * Focus the lightning forces on an enemy While equipped: offense ------ Damage +10% lightning Accuracy +7 (+1 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 26.97 to 80.92 lightning damage (based on Magic and Dexterity). Uses 10 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
Emelurebeth the Thundersweeper (24/24, 141% power, 3 apr)3.0 Encumbrance T3 shot ammo [Rare] Arcane Weapon Damage 142% Range: 1.0x-1.2x Uses 40% Wil, 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 24 Ignore Shields +30% On-ranged-hit +20 blight +8 light +20 lightning Damage Against +14% Undead On-crit, radius 2 +20 lightning Shots are used with slings to pummel your foes to death. |
Lightningtickler the iron shield (0 def, 2 armour, 18 block)7.0 Encumbrance T1 shield armor [Rare] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Mag +1 Wil +1 Cun offense ------ Damage +10% light +10% darkness defense ------ Armor +2 Fatigue +8% Resistance +11% light +10% darkness other ------- See Invisibility +12 Talents +1 Block Handheld deflection devices. |
steel shield 'Islurewe' (0 def, 4 armour, 37 block)7.0 Encumbrance T2 shield armor [Random Unique] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Str +4 Dex +2 Mag +3 Wil offense ------ On-Hit 9 lightning Accuracy +4 (+1 eff.) When Hit 5 lightning defense ------ Armor +4 Fatigue +8% Resistance +10% nature +12% blight other ------- Max vim +10.00 Talents +1 Block Handheld deflection devices. |
Dourreign the dwarven-steel shield (0 def, 6 armour, 78 block)7.0 Encumbrance T3 shield armor [Random Unique] Arcane/Master/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Str +4 Dex offense ------ Damage +6% temporal Accuracy +8 (+2 eff.) When Hit 3 lightning defense ------ Armor +6 Fatigue +8% Resistance +12% lightning +10% mind +3% darkness other ------- Talents +1 Block Handheld deflection devices. |
Titanic (20 def, 18 armour, 320 block)7.0 Encumbrance T3 shield armor [Unique] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +18 Hardiness +20% Defense +20 (+5 eff.) Ranged Defense +10 (+3 eff.) Fatigue +30% other ------- Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
Silk Current (12 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+2 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+3 eff.) Resistance +7% all +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet level 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
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 (+3 eff.) Resistance +30% nature +11% all Physical save +10 (+2 eff.) Spell save +10 (+2 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. |
verdant silk robe of power (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego++] Arcane/Nature While equipped: Stats +4 Con offense ------ Spellpower +15 (+5 eff.) Damage +17% nature +7% all defense ------ Resistance +13% all Poison Resist +36% Disease Resist +29% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather armour (3 def, 2 armour)9.0 Encumbrance T1 light armor [Normal] While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
Behemoth Hide (4 def, 6 armour)9.0 Encumbrance T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con defense ------ Armor +6 Defense +4 (+1 eff.) Ranged Defense +8 (+2 eff.) Fatigue +10% Life +45.00 Life Regen +2.00 Knockbk Resist +50% other ------- Encumbrance +20 Stamina/turn +1.00 Max stamina +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Nature's Blessing (8 def, 6 armour)9.0 Encumbrance T2 light armor [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con defense ------ Armor +6 Defense +8 (+2 eff.) Ranged Defense +4 (+1 eff.) Fatigue +8% Resistance +20% nature +25% arcane Spell save +18 (+4 eff.) Life Regen +1.00 Healmod +20% Stun Resist +25% other ------- Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
cured leather armour 'Bethuma' (9 def, 4 armour)9.0 Encumbrance T2 light armor [Random Unique] Master While equipped: Stats +4 Str +5 Dex offense ------ Physical Crit +4.0% Critical power +11.00% Physical Power +6 (+2 eff.) Damage +9% blight When Hit 2 mind On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 20 defense ------ Armor +4 Defense +9 (+3 eff.) Fatigue +7% Resistance +17% acid +6% mind Physical save +7 (+1 eff.) A suit of armour made of leather. |
marauder's reinforced leather armour (17 def, 7 armour)9.0 Encumbrance T4 light armor [Ego+] Master While equipped: Stats +6 Str +6 Dex defense ------ Armor +7 Defense +17 (+5 eff.) Fatigue +8% Physical save +10 (+2 eff.) A suit of armour made of leather. |
Scale Mail of Kroltar (10 def, 18 armour)14.0 Encumbrance T5 heavy armor [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con defense ------ Armor +18 Defense +10 (+3 eff.) Fatigue +16% Resistance +20% acid +20% blight +20% fire +20% nature +20% lightning Life +120.00 Devouring Flame: Effective talent level: 4.5 Power cost 50 out of 80/80. Range 10 Cooldown: 18 Travel.spd instantaneous Is: a nature gift and a mind power Description: Spit a cloud of flames, doing 81.39 fire damage in a radius of 4 each turn for 8 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
steel plate armour 'Voidstrider' (8 def, 15 armour)17.0 Encumbrance T2 massive armor [Rare] Psionic While equipped: Stats +2 Str +5 Mag +2 Wil +3 Cun +11 Con offense ------ Damage +12% darkness Ignore resists +20% light defense ------ Armor +15 Defense +8 (+2 eff.) Fatigue +22% Mind save +16 (+3 eff.) A suit of armour made of metal plates. |
grounding rough leather belt1.0 Encumbrance T1 belt armor [Ego] Nature While equipped: defense ------ Resistance +5% lightning +6% temporal A belt that goes around your waist. |
rough leather belt 'Dimterror'1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Power +2 (+1 eff.) Ignore resists +5% nature defense ------ Resistance +3% lightning +9% darkness Spell save +5 (+1 eff.) other ------- Size +1 A belt that goes around your waist. |
Glorugawyn (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Con offense ------ Ignore resists +5% acid +5% blight defense ------ Defense +1 (+1 eff.) Resistance +3% blight +6% temporal A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glugatha (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +1 Str +1 Mag +3 Wil defense ------ Defense +1 (+1 eff.) Resistance +9% acid Mind save +6 (+1 eff.) Unlife -60.00 life Poison Resist +10% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of Eldoral (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +1 Dex defense ------ Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Blizzardmortal the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Cun +2 Con offense ------ Damage +3% cold On-Hit (Melee): * 20% chance to reduce armor by 30% * 10% chance to reduce all saves and defense by 53 defense ------ Armor +1 Resistance +3% cold Physical save +12 (+3 eff.) Mind save +11 (+2 eff.) A pair of boots made of leather. |
pair of rough leather boots 'Layibrelle' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Ignore resists +5% temporal When Hit 8 mind On-Hit (Melee): * 10% chance to reduce armor by 30% * 10% chance to reduce all saves and defense by 53 defense ------ Armor +1 Resistance +6% lightning +6% temporal A pair of boots made of leather. |
pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 other ------- Stamina/turn +0.30 Max stamina +10.00 A pair of boots made of leather. |
Khelytir (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Arcane While equipped: offense ------ Spellpower +29 (+10 eff.) Mindpower +25 (+4 eff.) Damage +21% blight Ignore resists +20% mind When Hit 4 mind defense ------ Armor +3 Spell save +15 (+4 eff.) Mind save +18 (+4 eff.) A pair of boots made of leather. |
reinforced pair of dwarven-steel boots of tirelessness (0 def, 10 armour)3.0 Encumbrance T3 feet armor [Ego+] Master While equipped: defense ------ Armor +10 Fatigue +3% Resistance +8% acid +8% fire +5% lightning +7% cold other ------- Stamina/turn +0.50 Max stamina +13.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flamewrought (0 def, 2 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +2 (+0 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Effective talent level: 4.5 Power cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 168.35 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+0 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Cloud Caller (0 def, 0 armour)2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 2.5 Power cost 15 out of 30/30. Range 10 Cooldown: 2 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 140.32 to 420.97 lightning damage (280.65 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Emuleta (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +4 Str +2 Dex +3 Cun offense ------ When Hit 4 acid defense ------ Defense +1 (+1 eff.) Mind save +5 (+1 eff.) A pointy cloth hat, very wizardly... |
rough leather cap 'Dairyromihek' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +6 Wil +1 Con offense ------ Damage +9% physical Ignore Armor +1 defense ------ Armor +1 Fatigue +1% Resistance +6% blight Spell save +3 (+1 eff.) Mind save +6 (+1 eff.) A cap made of leather. |
Eremylen the hardened leather cap (0 def, 3 armour)2.0 Encumbrance T3 head armor [Random Unique] Nature/Disrupt While equipped: Stats +9 Str +1 Dex +5 Wil +3 Cun +4 Con offense ------ Physical Power +8 (+2 eff.) defense ------ Armor +3 Fatigue +3% Resistance +17% blight +6% physical +11% nature +6% light Physical save +5 (+1 eff.) A cap made of leather. |
bladed hardened leather cap of the bounder (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego++] Master While equipped: Stats +9 Str +7 Dex defense ------ Armor +3 Fatigue +3% Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 4.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 10 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 909.6 Physical damage. If the attack hits, the target is confused (40% effect) for 6 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 cap made of leather. |
Hanaladan (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Str +6 Con offense ------ Physical Power +3 (+1 eff.) On-Hit (Melee): * 10% chance to reduce all saves and defense by 53 defense ------ Armor +3 Fatigue +5% Resistance +6% mind other ------- See Invisibility +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Nature While equipped: defense ------ Armor +3 Fatigue +5% Resistance +5% lightning +5% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Aletta's Diadem (0 def, 0 armour)2.0 Encumbrance T3 head armor [Unique] Psionic While equipped: Stats +4 Cun +4 Wil offense ------ Mind Crit +5% Mindpower +12 (+2 eff.) Damage +10% mind When Hit 12 mind Psychic Lobotomy: Effective talent level: 4.5 Power cost 8 out of 10/10. Range 7 Cooldown: 7 Travel.spd instantaneous Is: a mind power Description: Inflicts 324.85 mind damage and cripples the target's higher mental functions, reducing cunning by 31 and confusing (42% power) the target for 5 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
warlord's dwarven-steel helm of knowledge (0 def, 4 armour)3.0 Encumbrance T3 head armor [Ego++] Nature/Psionic While equipped: Stats +5 Str +7 Wil +4 Cun offense ------ Physical Power +8 (+2 eff.) Mindpower +3 (+1 eff.) defense ------ Armor +4 Fatigue +4% Resistance +8% physical Physical save +6 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
15 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. |
16 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 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. |
12 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. |
10 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. |
7 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 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. |
5 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
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. |
6 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+1 eff.) Spell save +6 (+1 eff.) Mind save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+1 eff.) Spell save +6 (+1 eff.) Mind save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
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. |
3 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
2 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 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. |
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 30 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. |
555 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. |
Betygavea the Blizzardquencher2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +1 Dex +4 Wil +4 Cun offense ------ Physical Crit +3.0% Mind Crit +1% Physical Power +10 (+2 eff.) Damage +5% mind Ignore resists +5% cold other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Liseriawen the Rotgasher2.0 Encumbrance T1 lite [Rare] Arcane While equipped: Stats +2 Str +5 Con offense ------ Critical power +10.00% Ignore resists +5% nature When Hit 2 nature 11 fire defense ------ Resistance +6% fire other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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.(192 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Ulorim the Furnacebraid2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +3 Con offense ------ Physical Crit +2.0% Damage +9% physical Ignore resists +10% fire defense ------ Mind save +5 (+1 eff.) other ------- Stamina/turn +1.00 Light +3 See Stealth +7 See Invisibility +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
The Chrysalis The Chrysalis2.0 Encumbrance T3 faerie misc [Unique] Unknown While equipped: defense ------ Resistance +15% physical Shield Power +20% If you have a damage shield active, heals you for 20% of its current power each round. An ethereal stone in the shape of a butterfly's cocoon. Gazing within it gives you the peculiar feeling that you are the one enclosed, and that beyond the cocoon's shell the world shines like a midsummer dream... |
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. |
Mr. Hoppy Mr. Hoppy2.0 Encumbrance T3 frog misc [Unique] Arcane While equipped: Stats +10 Lck defense ------ Resistance +25% cold Pinning Resist +100% other ------- Breathe water Transform a single target into a frog for 7 turns, preventing weapon use and lowering their Strength and Dexterity by 80%.. Uses 20 power out of 20/20 Hop hop! Ribbit ribbit! ...Erm, what? You can't clearly recall what you were doing after gazing into this uncannily well-crafted toy frog's hypnotic glass eyes. You only remember feeling the urge to eat insects and cavort in mud puddles. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
miner's iron pickaxe (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 31 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 (+2 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 4.5 Power cost 20 out of 25/25. Range 7 Cooldown: 5 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 31 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 (+2 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Telekinetic Core2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil offense ------ Physical Power +3 (+1 eff.) Mindpower +3 (+1 eff.) Damage +6% physical defense ------ Resistance +5% physical Physical save +12 (+3 eff.) Psionic Pull: Effective talent level: 4.5 Power cost 18 out of 35/35. Range melee/personal Cooldown: 5 Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 188 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
supercharged steel torque of mindblast [power 230] (17 cooldown)2.0 Encumbrance T2 torque charm [Ego+] Psionic Blast the opponent's mind dealing 288 mind damage and silencing them for 4 turns Puts all charms on 17 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Achievements
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Ereoran the gold the Hoardling Ascendant Wyrmic level 24
9th Loss 122nd year of Ascendancy at 11:30 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Ereoran the gold the Hoardling Ascendant Wyrmic level 18
8th Wealth 122nd year of Ascendancy at 04:32 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Ereoran the gold the Hoardling Ascendant Wyrmic level 26
13rd Loss 122nd year of Ascendancy at 01:08 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun.By Ereoran the gold the Hoardling Ascendant Wyrmic level 27
13rd Loss 122nd year of Ascendancy at 07:31 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Ereoran the gold the Hoardling Ascendant Wyrmic level 20
29th Dearth 122nd year of Ascendancy at 17:08 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Ereoran the gold the Hoardling Ascendant Wyrmic level 30
7th Shortage 122nd year of Ascendancy at 21:13 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Ereoran the gold the Hoardling Ascendant Wyrmic level 31
15th Shortage 122nd year of Ascendancy at 03:01 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Ereoran the gold the Hoardling Ascendant Wyrmic level 10
3rd Acquisition 122nd year of Ascendancy at 13:45 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Ereoran the gold the Hoardling Ascendant Wyrmic level 20
29th Dearth 122nd year of Ascendancy at 03:01 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Ereoran the gold the Hoardling Ascendant Wyrmic level 30
1st Shortage 122nd year of Ascendancy at 04:30 see stats
Overpowered! (Insane (Adventure) difficulty)
Did over 6000 damage in one attack.By Ereoran the gold the Hoardling Ascendant Wyrmic level 31
6th Iron 123rd year of Ascendancy at 02:57 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Ereoran the gold the Hoardling Ascendant Wyrmic level 26
11st Loss 122nd year of Ascendancy at 10:00 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Ereoran the gold the Hoardling Ascendant Wyrmic level 13
24th Profit 122nd year of Ascendancy at 05:20 see stats
Squadmate (Insane (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Ereoran the gold the Hoardling Ascendant Wyrmic level 5
18th Voratun 122nd year of Ascendancy at 22:57 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Ereoran the gold the Hoardling Ascendant Wyrmic level 2
17th Voratun 122nd year of Ascendancy at 16:55 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Ereoran the gold the Hoardling Ascendant Wyrmic level 10
1st Profit 122nd year of Ascendancy at 07:14 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 Ereoran the gold the Hoardling Ascendant Wyrmic level 31
19th Shortage 122nd year of Ascendancy at 18:51 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Ereoran the gold the Hoardling Ascendant Wyrmic level 31
6th Iron 123rd year of Ascendancy at 02:57 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Ereoran the gold the Hoardling Ascendant Wyrmic level 18
24th Dearth 122nd year of Ascendancy at 12:32 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Ereoran the gold the Hoardling Ascendant Wyrmic level 18
16th Wealth 122nd year of Ascendancy at 12:28 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Ereoran the gold the Hoardling Ascendant Wyrmic level 13
25th Profit 122nd year of Ascendancy at 00:06 see stats
Well trained (Insane (Adventure) difficulty)
Deal one million damage to training dummies in a single training session.By Ereoran the gold the Hoardling Ascendant Wyrmic level 31
6th Iron 123rd year of Ascendancy at 03:12 see stats
Log
Talent Infusion: Regeneration is ready to use.
Infusion: Healing is still on cooldown for 10 turns.
Infusion: Healing is still on cooldown for 10 turns.
Infusion: Healing is still on cooldown for 9 turns.
Infusion: Healing is still on cooldown for 9 turns.
Infusion: Healing is still on cooldown for 8 turns.
Ereoran the gold stops regenerating health quickly.
Ereoran the gold starts regenerating health quickly.
Infusion: Healing is still on cooldown for 6 turns.
Infusion: Healing is still on cooldown for 5 turns.
Infusion: Healing is still on cooldown for 5 turns.
Infusion: Healing is still on cooldown for 4 turns.
Infusion: Healing is still on cooldown for 3 turns.
Infusion: Healing is still on cooldown for 3 turns.
Infusion: Healing is still on cooldown for 2 turns.
Infusion: Healing is still on cooldown for 2 turns.
Infusion: Healing is still on cooldown for 1 turns.
Talent Infusion: Healing is ready to use.
Infusion: Healing is still on cooldown for 13 turns.
Infusion: Healing is still on cooldown for 12 turns.
Infusion: Healing is still on cooldown for 11 turns.
Infusion: Healing is still on cooldown for 11 turns.
Infusion: Healing is still on cooldown for 10 turns.
Infusion: Healing is still on cooldown for 10 turns.
Infusion: Healing is still on cooldown for 9 turns.
Ereoran the gold stops regenerating health quickly.
Talent Infusion: Regeneration is ready to use.
Talent Infusion: Healing is ready to use.
Rested for 53 turns (stop reason: all resources and life at maximum).
























































































































































