Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Yeek |
Class | Necromancer |
Level / Exp | 31 / 48% |
Size | small |
Lifes / Deaths | Killed by Velarena the dire wolf at level 28 on the 18th Regrowth 123rd year of Ascendancy at 06:10 / 2Killed by Poltergeist Umbral Razor at level 31 on the 31st Regrowth 123rd year of Ascendancy at 14:15 |
Primary Stats
Strength | 19 (base 10) |
Dexterity | 13 (base 10) |
Constitution | 37 (base 35) |
Magic | 76 (base 60) |
Willpower | 36 (base 13) |
Cunning | 46 (base 37) |
Resources
Life | -624/359 |
Mana | 229/485 |
Soul | 14/14 |
Healing Factor | 1.2041015905905 |
Regeneration | 5.1174317600098 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +110.00527732609% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 5 |
See Stealth | 46.365053558023 |
See Invisible | 39.365053558023 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 40 |
Accuracy | 30 |
Crit Chance | 19% |
APR | 20 |
Speed | 1.00 |
Offense: Spell
Spellpower | 59 |
Crit Chance | 27% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Physical | +5% |
Lightning | +27% |
Darkness | +44% |
Temporal | +14% |
Blight | +12% |
Arcane | +13% |
Acid | +11% |
All | +2% |
Offense: Damage Penetration
Darkness | +55% |
All | +25% |
Defense: Base
Armour (hardiness) | 8 (30%) |
Defense | 52 |
Ranged Defense | 52 |
Fatigue | 0 |
Physical Save | 30 |
Spell Save | 32 |
Mental Save | 32 |
Defense: Resistances
Acid | + 33%( 70%) |
Lightning | + 42%( 70%) |
Darkness | + 29%( 70%) |
Cold | + 26%( 70%) |
Blight | + 33%( 70%) |
Physical | + 25%( 70%) |
Mind | + 31%( 70%) |
All | + 24%( 70%) |
Defense: Immunities
Stun Resistance | 30% |
Confusion Resistance | 100% |
Teleport Resistance | 20% |
Blind Resistance | 28% |
Silence Resistance | 98% |
Disarm Resistance | 22% |
Pinning Resistance | 22% |
Instadeath Resistance | 100% |
Knockback Resistance | 80% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 194 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 400% 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. |
Class Talents
Spell / Glacial waste | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Master of flesh | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Age of dusk | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 4/5 |
Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of bones | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Death | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Animus | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Spectre | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 4/5 |
| 3/5 |
| 1/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | 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. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed skeleton mage skull. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within14 lumberjacks have died. | done |
Equipment
On feet | Wretchburst the pair of rough leather boots (0 def, 3 armour) Wretchburst the pair of rough leather boots (0 def, 3 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +3 Mag +2 Wil offense ------ Physical Crit +3.0% Damage +3% physical Ignore Armor +1 On-Hit (Melee): * 20% chance to slow global speed by 47% defense ------ Armor +3 Blink to a nearby random location (rad 7) Puts all charms on 22 turn cooldown A pair of boots made of leather. |
Light source | bright brass lantern of health bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +40.00 other ------- Light +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. |
On head | Darknoon (17 def, 0 armour) Darknoon (17 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +1 Dex +5 Wil offense ------ Critical power +20.00% Damage +6% darkness When Hit 4 acid defense ------ Defense +17 (+6 eff.) Resistance +6% acid Physical save +9 (+4 eff.) A pointy cloth hat, very wizardly... |
Tool | Porymina the Murkwill (dig speed 38 turns) Porymina the Murkwill (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str offense ------ Ignore resists +15% darkness Ignore Armor +2 When Hit 8 darkness defense ------ Fatigue -5% Unlife -60.00 life other ------- Light +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | gold quartz ring gold quartz ring0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Str +7 Con offense ------ Physical Power +8 (+4 eff.) Damage +3% acid +6% blight Accuracy +10 (+5 eff.) Ignore Armor +11 On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 28 * 10% chance to reduce armor by 38% defense ------ Defense +13 (+4 eff.) Resistance +6% acid +6% blight Blind Resist +28% Stun Resist +30% other ------- Infravision +5 See Stealth +14 See Invisibility +7 Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.0 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
On fingers | steel ring of tenacity steel ring of tenacity0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Life +23.00 Disarm Resist +22% Pinning Resist +22% Knockbk Resist +20% Rings make your fingers look great! |
Around waist | Mighty Girdle Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | potent dragonbone vilestaff of might (36-43 power, 6 apr, darkness element) potent dragonbone vilestaff of might (36-43 power, 6 apr, darkness element)5.0 Encumbrance T5 staff 2H weapon [Ego] Arcane Weapon Damage 36.0 - 43.2 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +12% Spellpower +17 (+4 eff.) Damage +36% darkness other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | rough leather gloves 'Koraregodil' (0 def, 1 armour) rough leather gloves 'Koraregodil' (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Arcane While equipped: offense ------ On-Hit 6 blight Damage +4% blight +6% acid defense ------ Armor +1 Resistance +6% blight +1% physical Silence Resist +20% Confus Resist +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Aledodig (10 def, 0 armour) Aledodig (10 def, 0 armour)2.0 Encumbrance T3 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +8 Mag +10 Wil offense ------ Spell Crit +3% Spellpower +12 (+3 eff.) Spellpower/crit +4 Damage +16% lightning +12% temporal +11% arcane defense ------ Defense +10 (+3 eff.) Resistance +24% lightning +11% all Life Regen +4.00 Silence Resist +28% Knockbk Resist +20% Teleport Resist +20% other ------- Max mana +45.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Bregurak the Flamesmasher (2 def, 0 armour) Bregurak the Flamesmasher (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: Stats +4 Dex offense ------ Accuracy +23 (+11 eff.) When Hit 4 fire defense ------ Defense +2 (+1 eff.) Fatigue -6% Resistance +9% mind Physical save +12 (+6 eff.) Life +91.00 other ------- Max stamina +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Ebonyhunger Ebonyhunger0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str offense ------ Damage +9% lightning Ignore resists +15% darkness defense ------ Resistance +6% darkness +3% cold Spell save +6 (+3 eff.) Amulets make your neck look great! |
Inventory
healing infusion (heal 44; cd 12) healing infusion (heal 44; cd 12)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 44 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. |
healing infusion (heal 69; cd 11) healing infusion (heal 69; cd 11)0.1 Encumbrance infusion scroll [Normal] 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 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. |
heroism infusion (die at -344; dur 6; cd 28) heroism infusion (die at -344; dur 6; cd 28)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 28 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -344 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 688 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 540%; cd 9) movement infusion (speed 540%; cd 9)0.1 Encumbrance infusion scroll [Normal] 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 540% 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. |
regeneration infusion (heal 349; 15 cd) regeneration infusion (heal 349; 15 cd)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 349 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 395; 16 cd) regeneration infusion (heal 395; 16 cd)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 395 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. |
wild infusion (res 19%; magical; dur 4; cd 13) wild infusion (res 19%; magical; dur 4; cd 13)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 cure yourself of one random magical effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 32%; mental; dur 4; cd 14) wild infusion of the wizard (res 32%; mental; dur 4; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 32% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune (damage 123; dur 4; cd 20) acid wave rune (damage 123; dur 4; cd 20)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 20 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 123.21 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 5; phase 12; cd 19) blink rune (range 5; phase 12; cd 19)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 5 Cooldown: 19 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 12%, your defense is increased by 12 and all your resistances by 12%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 5; phase 10; cd 14) blink rune (range 5; phase 10; cd 14)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 5 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune (power 13; resist 11%; move 40%; dur 5; cd 19) ethereal rune (power 13; resist 11%; move 40%; dur 5; cd 19)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 19 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 11% all resistance, you move 40% faster, and you are invisible (power 13). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the psychic (power 15; resist 25%; move 38%; dur 5; cd 19) ethereal rune of the psychic (power 15; resist 25%; move 38%; dur 5; cd 19)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 19 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 25% all resistance, you move 38% faster, and you are invisible (power 15). 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. |
manasurge rune (regen 600% over 10 turns; mana 30; cd 12) manasurge rune (regen 600% over 10 turns; mana 30; cd 12)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 600% for 10 turns (72 total) and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 50; cd 12) shatter afflictions rune (absorb 50; cd 12)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 169; dur 4; cd 14) shielding rune (absorb 169; dur 4; cd 14)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 169 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
protective gold amulet of vision protective gold amulet of vision0.1 Encumbrance T3 amulet jewelry [Ego++] Nature/Master While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Max Resistance +2% all Physical save +11 (+5 eff.) Blind Resist +15% other ------- Infravision +4 Sight +2 See Invisibility +7 Amulets make your neck look great! |
warmaker's gold amulet of vision warmaker's gold amulet of vision0.1 Encumbrance T3 amulet jewelry [Ego++] Nature/Master While equipped: Stats +6 Str +7 Dex +5 Wil defense ------ Blind Resist +20% other ------- Infravision +4 Sight +2 See Invisibility +8 Amulets make your neck look great! |
copper ring of sensing copper ring of sensing0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: defense ------ Blind Resist +21% other ------- Infravision +3 See Stealth +6 See Invisibility +6 Rings make your fingers look great! |
gold quartz ring gold quartz ring0.1 Encumbrance T3 ring jewelry [Ego+] Psionic While equipped: Stats +6 Cun +5 Wil offense ------ Mindpower +6 (+3 eff.) defense ------ Stun Resist +30% Rings make your fingers look great! |
gold quartz ring gold quartz ring0.1 Encumbrance T3 ring jewelry [Ego+] Psionic While equipped: Stats +6 Cun +5 Wil offense ------ Mindpower +10 (+5 eff.) defense ------ Stun Resist +30% Rings make your fingers look great! |
sneakthief's steel ring sneakthief's steel ring0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: Stats +5 Cun +5 Dex offense ------ Accuracy +7 (+4 eff.) Rings make your fingers look great! |
Drake's Bane (45-68 power, 21 apr) Drake's Bane (45-68 power, 21 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Unique] Master Weapon Damage 45.0 - 67.5 Physical Uses 120% Str 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 (+4 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. |
stralite battleaxe 'Sepsisvengeance' (46-68 power, 3 apr) stralite battleaxe 'Sepsisvengeance' (46-68 power, 3 apr)3.0 Encumbrance T4 battleaxe 2H weapon Reqs Str 35 [Random Unique] Arcane/Master Weapon Damage 45.5 - 68.2 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +7.5% Attack Speed 100% On-Hit, radius 1 +8 nature +20 fire On-crit, radius 2 +12 nature On Hit: * 20% chance to slow global speed by 47% On Critical: * Wound the target dealing 84 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +26.0% Critical power +26.00% Physical Power +13 (+7 eff.) Ignore Armor +19 defense ------ Resistance +15% cold Massive two-handed battleaxes. |
acidic dwarven-steel dagger of shearing (18-23 power, 7 apr) acidic dwarven-steel dagger of shearing (18-23 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego+] Arcane/Master Weapon Damage 17.5 - 22.8 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On Critical: * Splash the target with acid dealing 165 damage over 5 turns and reducing armor and accuracy by 21 While equipped: offense ------ Ignore resists +8% all Accuracy +5 (+3 eff.) Ignore Armor +7 Sharp, short and deadly. |
chilling dwarven-steel greatmaul of massacre (54-80 power, 2 apr) chilling dwarven-steel greatmaul of massacre (54-80 power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon Reqs Str 24 [Ego] Arcane/Master Weapon Damage 53.5 - 80.2 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On-hit +19 cold Massive two-handed mauls. |
chilling dwarven-steel greatmaul of massacre (52-77 power, 2 apr) chilling dwarven-steel greatmaul of massacre (52-77 power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon Reqs Str 24 [Ego] Arcane/Master Weapon Damage 51.5 - 77.2 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On-hit +19 cold Massive two-handed mauls. |
Bethebeth (22-35 power, 2 apr) Bethebeth (22-35 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Rare] Master Weapon Damage 22.0 - 35.2 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +20 mind While equipped: Stats +4 Str offense ------ Mind Crit +2% Critical power +5.00% Mindpower +15 (+8 eff.) Ignore resists +13% all Accuracy +13 (+7 eff.) Ignore Armor +13 defense ------ Crit Resistance 10.00% other ------- Light +3 Infravision +2 See Invisibility +3 Massive two-handed swords. |
runic ash longbow of fire runic ash longbow of fire4.0 Encumbrance T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego+] Arcane Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On-ranged-hit +12 fire On Hit: 10% Arcane Vortex level 2 While equipped: Stats +3 Mag offense ------ Spellpower +11 (+3 eff.) Damage +11% arcane +17% fire Longbows are used to shoot arrows at your foes. |
warden's ash longbow of lightning warden's ash longbow of lightning4.0 Encumbrance T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego+] Arcane Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On-ranged-hit +9 lightning While equipped: Stats +3 Mag offense ------ Damage +15% lightning +9% temporal +9% physical Ignore resists +8% temporal +11% physical other ------- Reload +3 Masteries +0.15 Chronomancy/Bow Threading Instant Weapon Swap Longbows are used to shoot arrows at your foes. |
Blade of Distorted Time (40-56 power, 40 apr) Blade of Distorted Time (40-56 power, 40 apr)3.0 Encumbrance T4 longsword 1H weapon Reqs Str 44 [Unique] Arcane Weapon Damage 40.0 - 56.0 Physical Uses 20% Mag, 90% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +40 Critical Rate +8.0% Attack Speed 100% Damage Conversion 20% temporal On Hit: * deals 96 temporal damage and slows enemies in radius 6 of the target by 106% based on Magic While equipped: offense ------ Damage +30% temporal +30% physical defense ------ Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% Blink Blade: Effective talent level: 4.0 Power cost 9 out of 10/10. Range 8 Cooldown: 8 Travel.spd instantaneous Is: a spell Description: Teleport to the target and attack with your melee weapons for 94% damage. Then teleport next to a second random enemy, attacking for 94% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. |
balanced steel longsword of daylight (14-20 power, 3 apr) balanced steel longsword of daylight (14-20 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Ego] Arcane/Master Weapon Damage 14.5 - 20.3 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +5 light Damage Against +8% Undead While equipped: offense ------ Accuracy +6 (+3 eff.) defense ------ Defense +5 (+2 eff.) Disarm Resist +20% Sharp, long, and deadly. |
flaming dwarven-steel longsword of crippling (21-29 power, 4 apr) flaming dwarven-steel longsword of crippling (21-29 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon Reqs Str 24 [Ego+] Arcane/Master Weapon Damage 21.0 - 29.4 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-Hit, radius 1 +8 fire On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +9.0% Sharp, long, and deadly. |
quick stralite longsword (34-48 power, 5 apr) quick stralite longsword (34-48 power, 5 apr)3.0 Encumbrance T4 longsword 1H weapon Reqs Str 35 [Ego+] Master Weapon Damage 34.5 - 48.3 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +1 Dex offense ------ Combat Speed +10% Accuracy +11 (+6 eff.) Sharp, long, and deadly. |
warbringer's dwarven-steel mace of torment (27-38 power, 4 apr) warbringer's dwarven-steel mace of torment (27-38 power, 4 apr)3.0 Encumbrance T3 mace 1H weapon Reqs Str 24 [Ego++] Master/Psionic Weapon Damage 27.0 - 37.8 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +3 Con offense ------ Physical Power +9 (+5 eff.) Ignore resists +7% physical defense ------ Disarm Resist +13% Blunt and deadly. |
throat-seeking cured leather sling of true flight throat-seeking cured leather sling of true flight4.0 Encumbrance T2 sling 1H weapon Reqs Dex 16 Shoot [Ego++] Disrupt/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 On-ranged-hit +6 nature On Critical: * silences the target While equipped: offense ------ Physical Crit +9.0% Ignore resists +7% nature Accuracy +8 (+4 eff.) Slings are used to hurl stones or metal shots at your foes. |
Bregonarinik the Infernorebel (17-20 power, 3 apr, darkness element) Bregonarinik the Infernorebel (17-20 power, 3 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon [Random Unique] Arcane/Master Weapon Damage 17.0 - 20.4 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +2 Cun offense ------ Spell Crit +7% Critical power +11.00% Spellpower +9 (+2 eff.) Damage +17% darkness defense ------ Armor +3 Hardiness +3% Resistance +9% fire Physical save +4 (+2 eff.) Mind save +3 (+2 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff 'Glimmercrack' (15-18 power, 3 apr, acid element) ash vilestaff 'Glimmercrack' (15-18 power, 3 apr, acid element)5.0 Encumbrance T2 staff 2H weapon [Rare] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +8 Wil offense ------ Spell Crit +2% Critical power +15.00% Spellpower +6 (+2 eff.) Damage +15% acid +9% light When Hit 6 cold other ------- Psi when Hit +0.04 Talents +1 Command Staff On Spell Hit: 10% Arcane Vortex level 3 Staves designed for wielders of magic, by the greats of the art. |
cruel yew magestaff of warding (20-24 power, 4 apr, fire element) cruel yew magestaff of warding (20-24 power, 4 apr, fire element)5.0 Encumbrance T3 staff 2H weapon [Ego] Arcane/Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +12% Critical power +15.00% Spellpower +9 (+2 eff.) Damage +20% fire defense ------ Armor +5 Defense +6 (+2 eff.) other ------- Wards +2 fire Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
greater elven-wood magestaff of greater warding (25-30 power, 5 apr, lightning element) greater elven-wood magestaff of greater warding (25-30 power, 5 apr, lightning element)5.0 Encumbrance T4 staff 2H weapon [Ego++] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Spellpower +16 (+4 eff.) Damage +25% lightning +25% cold +25% arcane +25% fire defense ------ Armor +7 Defense +10 (+3 eff.) other ------- Wards +3 lightning +3 cold +3 arcane +3 fire Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
imbued yew magestaff (20-24 power, 4 apr, lightning element) imbued yew magestaff (20-24 power, 4 apr, lightning element)5.0 Encumbrance T3 staff 2H weapon [Ego+] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+2 eff.) Damage +20% lightning other ------- Talents +1 Command Staff On Spell Hit: 10% Temporal Bolt level 3 Staves designed for wielders of magic, by the greats of the art. |
lifebinding yew starstaff (20-24 power, 4 apr, light element) lifebinding yew starstaff (20-24 power, 4 apr, light element)5.0 Encumbrance T3 staff 2H weapon [Ego+] Nature Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +5 Con offense ------ Spell Crit +3% Spellpower +14 (+4 eff.) Damage +20% light defense ------ Life Regen +1.40 Healmod +16% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short yew magestaff of greater warding (20-24 power, 4 apr, fire element) magewarrior's short yew magestaff of greater warding (20-24 power, 4 apr, fire element)5.0 Encumbrance T3 staff 1H weapon [Ego++] Arcane/Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Physical Crit +7.0% Spell Crit +6% Physical Power +7 (+4 eff.) Spellpower +16 (+4 eff.) Damage +20% fire Accuracy +5 (+3 eff.) defense ------ Armor +7 Defense +8 (+3 eff.) other ------- Wards +3 fire Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short yew starstaff of breaching (20-24 power, 4 apr, darkness element) magewarrior's short yew starstaff of breaching (20-24 power, 4 apr, darkness element)5.0 Encumbrance T3 staff 1H weapon [Ego++] Arcane/Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Physical Crit +6.0% Spell Crit +5% Physical Power +8 (+4 eff.) Spellpower +16 (+4 eff.) Damage +20% darkness Ignore resists +10% darkness Accuracy +7 (+4 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel waraxe of torment (18-25 power, 4 apr) dwarven-steel waraxe of torment (18-25 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Ego+] Psionic Weapon Damage 18.0 - 25.2 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns One-handed war axes. |
plaguebringer's dwarven-steel waraxe of shearing (20-27 power, 4 apr) plaguebringer's dwarven-steel waraxe of shearing (20-27 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Ego++] Arcane/Master Weapon Damage 19.5 - 27.3 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +8 blight On Hit: 20% Epidemic level 3 On Hit: * 11% chance to reduce strength, dexterity, and constitution by 28 While equipped: offense ------ Ignore resists +8% all Accuracy +11 (+6 eff.) Ignore Armor +7 defense ------ Disease Resist +19% One-handed war axes. |
stormbringer's dwarven-steel waraxe (18-25 power, 4 apr) stormbringer's dwarven-steel waraxe (18-25 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Ego+] Nature Weapon Damage 18.0 - 25.2 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-crit, radius 2 +25 lightning +11 cold While equipped: offense ------ Move Speed +22% Ignore resists +6% lightning +10% cold One-handed war axes. |
stralite waraxe 'Flamekiller' (39-55 power, 5 apr) stralite waraxe 'Flamekiller' (39-55 power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon Reqs Str 35 [Random Unique] Arcane/Master Weapon Damage 39.0 - 54.6 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On-hit +12 light Damage Against +23% Undead On-Hit, radius 1 +16 fire On-crit, radius 2 +16 blight While equipped: offense ------ Physical Crit +9.0% Critical power +26.00% Damage +3% blight Ignore resists +5% blight Ignore Armor +10 defense ------ Resistance +6% blight One-handed war axes. |
Getafast the Blazereeve Getafast the Blazereeve1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +3 Str +1 Con offense ------ Critical power +5.00% Ignore resists +10% fire defense ------ Armor +2 Physical save +12 (+6 eff.) Life +32.00 other ------- Max stamina +10.00 A belt that goes around your waist. |
Phlegmswift the rough leather belt Phlegmswift the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Disrupt While equipped: offense ------ Damage +3% nature +3% darkness defense ------ Resistance +6% acid +11% blight Life +40.00 Teleport Resist +10% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A belt that goes around your waist. |
insulating rough leather belt of carrying insulating rough leather belt of carrying1.0 Encumbrance T1 belt armor [Ego] Arcane/Master While equipped: defense ------ Fatigue -4% Resistance +6% fire +6% cold other ------- Encumbrance +23 A belt that goes around your waist. |
rough leather belt of carrying rough leather belt of carrying1.0 Encumbrance T1 belt armor [Ego] Arcane While equipped: defense ------ Fatigue -4% other ------- Encumbrance +20 A belt that goes around your waist. |
Blindvice the linen cloak (1 def, 0 armour) Blindvice the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +1 Dex +1 Wil +1 Cun offense ------ Physical Crit +1.0% Damage +6% light defense ------ Defense +1 (+0 eff.) Life +33.00 other ------- Stamina/turn +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak of fog (6 def, 0 armour) cashmere cloak of fog (6 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego+] Nature While equipped: defense ------ Defense +6 (+2 eff.) Resistance +12% light +13% fire Stealth +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Isolrassra' (21 def, 0 armour) linen cloak 'Isolrassra' (21 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con defense ------ Defense +21 (+7 eff.) Resistance +3% fire +5% arcane +3% darkness Teleport 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. |
resilient linen cloak (1 def, 0 armour) resilient linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Nature While equipped: defense ------ Defense +1 (+0 eff.) Life +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Spider-Silk Robe of Spydrë (10 def, 15 armour) 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 (+5 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 (+5 eff.) Spell save +10 (+5 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. |
ancient silk robe of protection (3 def, 3 armour) ancient silk robe of protection (3 def, 3 armour)2.0 Encumbrance T4 cloth armor [Ego+] Arcane/Master While equipped: Stats +3 Mag offense ------ Damage +14% temporal +9% physical Ignore resists +5% temporal +10% physical defense ------ Armor +3 Defense +3 (+1 eff.) Resistance +13% all Physical save +19 (+9 eff.) Anomaly Control +12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing Rags of the Sanctuary of fire (+18%) (0 def, 0 armour) focusing Rags of the Sanctuary of fire (+18%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Cosmetic Item] Nature/Psionic While equipped: Stats +5 Mag +5 Wil offense ------ Damage +12% fire defense ------ Resistance +7% all +18% fire other ------- Mana/turn +0.10 Psi/turn +0.13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Normal] While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of life (0 def, 0 armour) mindwoven woollen robe of life (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Nature/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +3 (+2 eff.) defense ------ Resistance +5% blight +9% all Mind save +16 (+8 eff.) Life +46.00 Life Regen +2.10 Healmod +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of protection (2 def, 2 armour) woollen robe of protection (2 def, 2 armour)2.0 Encumbrance T2 cloth armor [Ego] Master While equipped: defense ------ Armor +2 Defense +2 (+1 eff.) Resistance +9% all Physical save +17 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of rough leather boots of tirelessness (0 def, 1 armour) 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 +0.40 Max stamina +10.00 A pair of boots made of leather. |
Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Effective talent level: 3.0 Power cost 7 out of 24/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 40.60 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. |
blighted hardened leather gloves of sorrow (0 def, 2 armour) blighted hardened leather gloves of sorrow (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego+] Arcane/Psionic While equipped: offense ------ Mindpower +4 (+2 eff.) On-Hit 8 blight 20 mind 15 darkness Damage +8% blight On-Hit (Melee): * 16% chance to reduce all saves and defense by 21 defense ------ Armor +2 Resistance +6% blight Mind save -13 (-6 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range 5 Cooldown: 30 Travel.spd instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
brawler's hardened leather gloves of the starseeker (0 def, 2 armour) brawler's hardened leather gloves of the starseeker (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego++] Arcane/Master While equipped: Stats +3 Str +3 Dex +3 Mag +5 Cun defense ------ Armor +2 Resistance +7% light +7% darkness Physical save +8 (+4 eff.) other ------- Infravision +2 Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 17 turn cooldown Effective talent level: 1.0 Power cost 17 out of 20/20. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 98.42 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Lightningransom' (0 def, 2 armour) hardened leather gloves 'Lightningransom' (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Nature While equipped: Stats +10 Str +2 Con offense ------ On-Hit 8 lightning Damage +7% lightning defense ------ Armor +2 Resistance +13% lightning +6% fire other ------- Light +3 Infravision +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Aerikhad the Murkmaim (1 def, 0 armour) Aerikhad the Murkmaim (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Cun offense ------ Damage +3% darkness +12% cold Ignore resists +5% darkness defense ------ Defense +1 (+0 eff.) Resistance +12% light +3% darkness Mind save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
Bleaktide (0 def, 1 armour) Bleaktide (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ Damage +3% darkness defense ------ Armor +1 Fatigue +1% Resistance +9% darkness +5% arcane Physical save +10 (+5 eff.) A cap made of leather. |
Furnacehunger the elven-silk wizard hat (3 def, 0 armour) Furnacehunger the elven-silk wizard hat (3 def, 0 armour)2.0 Encumbrance T5 head armor [Random Unique] Arcane/Psionic While equipped: offense ------ Mind Crit +9% Mindpower +14 (+7 eff.) Damage +6% temporal +12% light +7% physical +6% fire +13% mind +9% darkness Ignore resists +15% fire When Hit 6 fire defense ------ Defense +3 (+1 eff.) Resistance +9% fire +10% mind +5% arcane Physical save +10 (+5 eff.) Mind save +8 (+4 eff.) other ------- Psi/turn +0.15 Max psi +18.00 A pointy cloth hat, very wizardly... |
Gabrebeth (0 def, 3 armour) Gabrebeth (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +7 Str +1 Cun offense ------ Mindpower +20 (+10 eff.) On-Hit (Melee): * 10% chance to reduce all saves and defense by 21 defense ------ Armor +3 Fatigue +3% Resistance +6% acid +9% mind Spell save +15 (+8 eff.) Skullcracker: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 52.0 Physical damage. If the attack hits, the target is confused (27% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Taintwoe the linen wizard hat (1 def, 0 armour) Taintwoe the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: offense ------ Damage +9% nature Ignore resists +20% darkness defense ------ Defense +1 (+0 eff.) Resistance +6% nature +12% fire other ------- EQ when Hit +0.70 Psi when Hit +0.70 Hate when Hit +0.80 A pointy cloth hat, very wizardly... |
Ulfyragrim the Flashslice (0 def, 1 armour) Ulfyragrim the Flashslice (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +2 Wil offense ------ Spell Crit +5% Damage +3% arcane Ignore resists +10% lightning defense ------ Armor +1 Fatigue +1% Resistance +3% blight +6% cold other ------- Max mana +20.00 Breathe water A cap made of leather. |
augmenting cashmere wizard hat (2 def, 0 armour) augmenting cashmere wizard hat (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego+] Arcane While equipped: offense ------ Damage +6% acid +6% lightning +6% cold +8% arcane +5% fire defense ------ Defense +2 (+1 eff.) A pointy cloth hat, very wizardly... |
linen wizard hat (1 def, 0 armour) linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Normal] While equipped: defense ------ Defense +1 (+0 eff.) A pointy cloth hat, very wizardly... |
searing stralite mail armour of command (9 def, 12 armour) searing stralite mail armour of command (9 def, 12 armour)14.0 Encumbrance T4 heavy armor Reqs - Heavy armour training Str 38 [Ego++] Arcane/Psionic While equipped: Stats +2 Cun offense ------ On-Hit 16 acid 13 fire When Hit 11 acid 13 fire defense ------ Armor +12 Defense +9 (+3 eff.) Fatigue +12% Resistance +18% acid +14% fire Mind save +12 (+6 eff.) A suit of armour made of mail. |
stralite mail armour of implacability (4 def, 15 armour) stralite mail armour of implacability (4 def, 15 armour)14.0 Encumbrance T4 heavy armor Reqs - Heavy armour training Str 38 [Ego+] Master While equipped: defense ------ Armor +15 Defense +4 (+1 eff.) Fatigue +6% Physical save +12 (+6 eff.) A suit of armour made of mail. |
reinforced leather armour of Eyal (12 def, 7 armour) reinforced leather armour of Eyal (12 def, 7 armour)9.0 Encumbrance T4 light armor [Ego+] Nature While equipped: defense ------ Armor +7 Defense +12 (+4 eff.) Fatigue +8% Life +24.00 Life Regen +4.00 Healmod +14% A suit of armour made of leather. |
fortifying steel plate armour of lightning resistance (0 def, 9 armour) fortifying steel plate armour of lightning resistance (0 def, 9 armour)17.0 Encumbrance T2 massive armor Reqs - Massive armour training ,Str 28 [Ego+] Master While equipped: Stats +3 Str +3 Con defense ------ Armor +9 Fatigue +22% Resistance +18% lightning Life +50.00 A suit of armour made of metal plates. |
Shimmerbreaker the steel shield (0 def, 4 armour, 40.5 block) Shimmerbreaker the steel shield (0 def, 4 armour, 40.5 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ Physical Crit +7.0% Physical Power +9 (+5 eff.) Damage +12% lightning Ignore resists +20% blight +20% lightning When Hit 4 blight On-Hit (Melee): * 20% chance to reduce damage dealt by 17% defense ------ Armor +4 Fatigue +8% Resistance +9% darkness other ------- Talents +1 Block Handheld deflection devices. |
corrosive dwarven-steel shield of shrapnel (0 def, 6 armour, 81.5 block) corrosive dwarven-steel shield of shrapnel (0 def, 6 armour, 81.5 block)7.0 Encumbrance T3 shield armor Reqs - Shield usage training ,Str 24 [Ego++] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Con offense ------ On shield block: * Cause enemies within radius 6 to bleed for 84 physical damage over 5 turns (1/turn) When Hit: * 13% chance to reduce armor by 38% defense ------ Armor +6 Fatigue +8% Resistance +14% acid other ------- Talents +1 Block Handheld deflection devices. |
Frozenparry the quiver of ash arrows (16/16, 30-41 power, 7 apr) Frozenparry the quiver of ash arrows (16/16, 30-41 power, 7 apr)3.0 Encumbrance T2 arrow ammo Reqs Dex 16 [Rare] Master Weapon Damage 29.5 - 41.3 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +13.5% Capacity 16 On-ranged-hit +12 mind +8 blight +20 arcane +12 cold On-Hit, radius 1 +20 cold On-crit, radius 2 +8 cold On Hit: * 20% chance to reduce all saves and defense by 21 On Critical: * Wound the target dealing 84 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Hornet Stingers (20/20, 18-25 power, 10 apr) Hornet Stingers (20/20, 18-25 power, 10 apr)3.0 Encumbrance T2 arrow ammo Reqs Dex 18 [Unique] Nature Weapon Damage 18.0 - 25.2 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
12 agate 12 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. |
366 alchemist agate 366 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx 2 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarine 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. |
lapis lazuli lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal 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. |
2 topaz 2 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Berukhad the Corruptionbait (dig speed 16 turns) Berukhad the Corruptionbait (dig speed 16 turns)3.0 Encumbrance T3 digger tool [Random Unique] Master While equipped: Stats +7 Str offense ------ Ignore resists +15% physical defense ------ Armor +8 Fatigue -12% Resistance +3% blight +3% temporal +6% nature Physical save +3 (+1 eff.) Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "A View From The Gallery" Forbidden Tome: "A View From The Gallery"2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
5 emerald 5 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. |
8 spinel 8 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Chargesun Chargesun2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +9% lightning Ignore resists +5% darkness On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +6% fire Physical save +7 (+3 eff.) Healmod +11% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Imp Claw Imp Claw2.0 Encumbrance T1 misc tool [Unique] Arcane While equipped: other ------- Light +1 See Stealth +10 Flame: Effective talent level: 2.0 Power cost 8 out of 9/9. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 161.69 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Prothotipe's Prismatic Eye 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. |
Plumpkin Plumpkin15.0 Encumbrance T3 plant misc [Plot Item] Unknown While carried: offense ------ Damage +2% all Against +20% Immovable Become the plumpkin. Uses 85 power out of 100/100 The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
garnet garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
pouch of steel shots 'Shadeblast' (18/18, 28-34 power, 2 apr) pouch of steel shots 'Shadeblast' (18/18, 28-34 power, 2 apr)3.0 Encumbrance T2 shot ammo Reqs Dex 16 [Rare] Master Weapon Damage 28.0 - 33.6 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 18 On-ranged-hit +8 darkness On-Hit, radius 1 +12 darkness On-crit, radius 2 +4 blight +16 temporal On Hit: * 10% chance to reduce strength, dexterity, and constitution by 28 * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce damage dealt by 17% Shots are used with slings to pummel your foes to death. |
Bizzare Contraption Bizzare Contraption2.0 Encumbrance T2 tool misc [Unique] While equipped: Stats +8 Cun offense ------ Damage +15% lightning defense ------ Resistance +15% lightning Physical save +18 (+9 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
cleansing ash totem of healing [power 170] (13 cooldown) cleansing ash totem of healing [power 170] (13 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 170 Puts all charms on 13 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
amethyst 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. |
Ulerek the Freezewyrd [power 194] (13 cooldown) Ulerek the Freezewyrd [power 194] (13 cooldown)2.0 Encumbrance T2 wand charm [Random Unique] Arcane While equipped: offense ------ Damage +3% cold When Hit 8 cold defense ------ Resistance +6% cold Create a radius 3 storm for 5 turns. Each turn, creatures within take 49 lightning damage and will be dazed for 1 turn (246 total damage) Puts all charms on 13 turn cooldown 100% to heal for 40. 100% to reduce fatigue by 23% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 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. |
quartz 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. |
8 ametrine 8 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. |
15 citrine 15 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. |
16 zircon 16 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Kel'Fuzzad the Yeek Necromancer level 25
1st Allure 123rd year of Ascendancy at 19:44 see stats
By Kel'Fuzzad the Yeek Necromancer level 30
24th Regrowth 123rd year of Ascendancy at 22:52 see stats
By Kel'Fuzzad the Yeek Necromancer level 16
19th Haze 122nd year of Ascendancy at 17:47 see stats
By Kel'Fuzzad the Yeek Necromancer level 25
1st Allure 123rd year of Ascendancy at 10:52 see stats
By Kel'Fuzzad the Yeek Necromancer level 10
1st Time of Equilibrium 122nd year of Ascendancy at 12:15 see stats
By Kel'Fuzzad the Yeek Necromancer level 20
54th Haze 122nd year of Ascendancy at 14:16 see stats
By Kel'Fuzzad the Yeek Necromancer level 30
24th Regrowth 123rd year of Ascendancy at 05:31 see stats
By Kel'Fuzzad the Yeek Necromancer level 1
75th Pyre 122nd year of Ascendancy at 00:02 see stats
By Kel'Fuzzad the Yeek Necromancer level 9
79th Dusk 122nd year of Ascendancy at 05:32 see stats
By Kel'Fuzzad the Yeek Necromancer level 14
7th Haze 122nd year of Ascendancy at 06:16 see stats
By Kel'Fuzzad the Yeek Necromancer level 24
7th Decay 122nd year of Ascendancy at 15:25 see stats
By Kel'Fuzzad the Yeek Necromancer level 18
27th Haze 122nd year of Ascendancy at 00:27 see stats
By Kel'Fuzzad the Yeek Necromancer level 28
18th Regrowth 123rd year of Ascendancy at 06:11 see stats
Log
Kel'Fuzzad's River of Souls hits Grave wight for 384 darkness damage.
Erupting Shadows hits Poltergeist Umbral Razor for 25 darkness damage.
Erupting Shadows hits Animated flaming dwarven-steel longsword of vileness for 32 darkness damage.
Kel'Fuzzad's River of Souls killed Animated truestriking steel waraxe of erosion!
Erupting Shadows killed Animated flaming dwarven-steel longsword of vileness!
Kel'Fuzzad's River of Souls killed Grave wight!
Talent Invoke Darkness is ready to use.
Deadly Poison from Poltergeist Umbral Razor hits Kel'Fuzzad for 90 nature damage.
Kel'Fuzzad's desolate waste area effect hits Poltergeist Umbral Razor for 13 cold damage.
Kel'Fuzzad's desolate waste area effect hits Poltergeist Umbral Razor for 13 cold damage.
Frost Cut from Kel'Fuzzad hits Poltergeist Umbral Razor for 53 cold damage.
Bane of Blindness from Kel'Fuzzad hits Poltergeist Umbral Razor for 26 darkness damage.
Poltergeist Umbral Razor uses Fan of Knives.
Darkness pulsates around Kel'Fuzzad!
Kel'Fuzzad's River of Souls hits Poltergeist Umbral Razor for 32 cold, 199 darkness (231 total damage).
Poltergeist Umbral Razor's Fan of Knives performs a melee critical strike against Kel'Fuzzad!
Kel'Fuzzad starts to bleed.
Kel'Fuzzad's Call of the Mausoleum is disrupted by his wounds!
Poltergeist Umbral Razor's Fan of Knives performs a melee critical strike against Kel'Fuzzad!
Poltergeist Umbral Razor's Fan of Knives performs a melee critical strike against Kel'Fuzzad!
Poltergeist Umbral Razor's Fan of Knives performs a melee critical strike against Kel'Fuzzad!
Poison bursts out of Kel'Fuzzad's corpse!
Kel'Fuzzad's River of Souls killed Poltergeist Umbral Razor!
Poltergeist Umbral Razor's Fan of Knives hits Kel'Fuzzad for 112 physical damage.
Poltergeist Umbral Razor's Fan of Knives hits Kel'Fuzzad for 155 physical damage.
Poltergeist Umbral Razor's Fan of Knives hits Kel'Fuzzad for 160 physical damage.
Poltergeist Umbral Razor's Fan of Knives hits Kel'Fuzzad for 0 physical damage.
Poltergeist Umbral Razor's Fan of Knives hits Kel'Fuzzad for 161 physical damage.
Kel'Fuzzad the level 31 yeek necromancer was mutilated to death by a Poltergeist Umbral Razor on level 2 of Ruined halfling complex.