









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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! 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:
Nexus improved tooltips 1.7.4Possessor 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 | Halfling |
| Class | Brawler |
| Level / Exp | 39 / 86% |
| Size | medium |
| Lifes / Deaths | Killed by Poluwyn the emperor wight at level 32 on the 59th Dusk 124th year of Ascendancy at 15:03 / 2Killed by Isluth the orc high cryomancer at level 39 on the 52nd Haze 124th year of Ascendancy at 14:20 |
Primary Stats
| Strength | 58 (base 51) |
| Dexterity | 76 (base 60) |
| Constitution | 29 (base 10) |
| Magic | 21 (base 10) |
| Willpower | 15 (base 10) |
| Cunning | 62 (base 48) |
Resources
| Life | -155/1136 |
| Mana | 233/353 |
| Stamina | 5/226 |
| Healing Factor | 1.1524687383468 |
| Regeneration | 8.3553983530142 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +19% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 5 |
| See Stealth | 36.889385242605 |
| See Invisible | 54.889385242605 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Barehand
| Damage | 96 |
| Accuracy | 57 |
| Crit Chance | 36% |
| APR | 25 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 23 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +6% |
| Darkness | +46% |
| Temporal | +24% |
| Blight | +6% |
| Physical | +60% |
| Mind | +14% |
| All | 0% |
Offense: Damage Penetration
| Physical | +33% |
| Darkness | +14% |
| Mind | +15% |
| Temporal | +13% |
Defense: Base
| Armour (hardiness) | 21 (35.65183292883%) |
| Defense | 66 |
| Ranged Defense | 66 |
| Fatigue | 0 |
| Physical Save | 25 |
| Spell Save | 23 |
| Mental Save | 36 |
Defense: Resistances
| Acid | + 27%( 70%) |
| Blight | + 34%( 70%) |
| Cold | + 36%( 70%) |
| All | + 25%( 70%) |
| Lightning | + 25%( 70%) |
| Light | + 41%( 70%) |
| Temporal | + 38%( 70%) |
| Mind | + 38%( 70%) |
| Darkness | + 66%( 70%) |
| Fire | + 43%( 70%) |
| Nature | + 30%( 70%) |
Defense: Immunities
| Pinning Resistance | 32% |
| Disarm Resistance | 63% |
| Confusion Resistance | 48% |
| Silence Resistance | 28% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 61% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 387 damage for 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 134 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 714% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 117 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Grappling | 1.30 |
| 3/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| Technique / Pugilism | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 3/5 |
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Cultist. Escort: lone alchemist (level 1 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Heart of the Gloom. Escort: lost warrior (level 1 of Heart of the Gloom)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Misdirection (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Glerevea the skeleton mage. Escort: temporal explorer (level 2 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 3 of Dreadfell. Escort: temporal explorer (level 3 of Dreadfell)As a reward you improved talent Foresight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 688. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed pouch of bone giant dust. * '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.' 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 vial of wight ectoplasm. * You've found the needed ice wyrm tooth. * You've found the needed snow giant kidney. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed multi-hued wyrm scale. * You've found the needed length of troll intestine. * You've found the needed vial of greater demon bile. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed honey tree root. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' | 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! | done |
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 within13 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
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 | undeterred pair of hardened leather boots of invasion (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego++] Arcane/Master While equipped: offense ------ Physical Crit +2.0% Physical Power +4 (+1 eff.) Ignore resists +9% physical defense ------ Armor +3 Silence Resist +28% Confus Resist +20% Stun Resist +22% A pair of boots made of leather. |
| On hands | Gloves of the Firm Hand (0 def, 8 armour)1.0 Encumbrance T3 hands armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +8 Disarm Resist +40% Stun Resist +30% Knockbk Resist +30% other ------- Cooldown Clinch -2 Unarmed combat: Weapon Damage 19.0 - 20.9 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +7.0% Attack Speed 125% On Hit: 20% Clinch level 3 On Hit: 10% Maim level 3 On Hit: 10% Take Down level 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
| On head | dwarven-steel helm 'Adawyn' (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Psionic While equipped: Stats +4 Cun +2 Str defense ------ Armor +4 Fatigue +4% Resistance +3% temporal +17% mind +6% nature Mind save +19 (+7 eff.) Disease Resist +20% Confus Resist +28% Stun Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Aerylratha the yew totem of stinging [power 278] (10 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: defense ------ Armor +6 Mind save +6 (+3 eff.) Life +100.00 Life Regen +4.00 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Sting an enemy dealing 278 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 10 turn cooldown 100% to gain a 18% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | gold quartz ring0.1 Encumbrance T3 ring jewelry [Random Unique] Master While equipped: Stats +7 Dex offense ------ Move Speed +19% Damage +3% lightning Accuracy +24 (+7 eff.) On-Hit (Melee): * 20 arcane resource burn * 20% chance to slow global speed by 47% defense ------ Defense +8 (+2 eff.) Resistance +3% acid +3% temporal Spell save +3 (+2 eff.) Life +32.00 Disarm Resist +23% Pinning Resist +32% Stun Resist +30% Knockbk Resist +31% Blinding Speed: Puts all charms on 25 turn cooldown Effective talent level: 3.9 Power cost 25 out of 40/40. Range melee/personal Cooldown: 55 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
| On fingers | Lustresting the stralite ring0.1 Encumbrance T4 ring jewelry [Rare] Master While equipped: Stats +2 Str offense ------ Accuracy +12 (+4 eff.) Ignore Armor +12 defense ------ Defense +15 (+4 eff.) Resistance +15% light Crit Resistance 15.00% other ------- Infravision +3 See Invisibility +18 Disengage: Puts all charms on 7 turn cooldown Effective talent level: 2.6 Power cost 7 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% 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! |
| Around neck | steel amulet 'Guna'0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: Stats +3 Con offense ------ Damage +30% physical When Hit 4 arcane defense ------ Defense +20 (+5 eff.) Fatigue -6% Life Regen +3.00 other ------- Stamina/turn +3.00 Amulets make your neck look great! |
| Main armor | Lightningbrace (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +5 Mag offense ------ Mind Crit +3% Mindpower +8 (+4 eff.) Damage +3% lightning +24% temporal +46% darkness +6% blight +30% physical Ignore resists +13% temporal +14% darkness +24% physical When Hit 4 blight On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 14 defense ------ Resistance +6% blight +6% fire +31% darkness +13% all Anomaly Control +11 other ------- Max hate +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Light source | Mayeth the Brightidol0.0 Encumbrance T5 lite [Random Unique] Arcane/Psionic While equipped: Stats +5 Wil +6 Mag offense ------ Spellpower +6 (+3 eff.) Damage +14% mind Ignore resists +15% mind When Hit 2 light 19 fire defense ------ Resistance +6% light +8% fire other ------- Light +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| Cloak | murderer's cashmere cloak of the voidstalker (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +1 Dex offense ------ Accuracy +4 (+2 eff.) Ignore Armor +5 defense ------ Defense +2 (+0 eff.) Resistance +12% darkness +11% temporal Out-of-Phase Defense +10 Out-of-Phase Resistance +12% Out-of-Phase Resilience +21% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 7 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | hardened leather belt 'Beuzor'1.0 Encumbrance T3 belt armor [Random Unique] Master While equipped: Stats +4 Cun +5 Dex offense ------ Physical Crit +10.0% Mind Crit +8% Physical Power +4 (+1 eff.) defense ------ Resistance +6% blight +10% fire +12% darkness +14% cold Spell save +11 (+6 eff.) other ------- Size +1 A belt that goes around your waist. |
Inventory
healing infusion of the sneak (heal 175; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 175 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 555; 13 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 555 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. |
wild infusion (res 20%; mental, magical; dur 2; 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 cure yourself of one random mental and magical effect and reduce all damage taken by 20% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 31%; physical; dur 2; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 31% for 2 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the sneak (res 31%; 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 31% for 4 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. |
Rune of Dissipation ( )0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Reflection (--)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 205 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
blink rune of the duelist (range 7; phase 21; cd 11)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 7 Cooldown: 11 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 77; cd 15)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 77 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. 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 warrior (absorb 445; dur 6; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 445 damage for 6 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 32; blocks 3; 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 32 up to 3 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the sneak (threshold 27; blocks 5; dur 4; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 27 up to 5 times. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune (range 83; cd 11)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 11 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 83 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. |
Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Aerulaith the Sepsiswedge0.1 Encumbrance T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +10 Lck offense ------ Ignore resists +10% nature Accuracy +8 (+3 eff.) When Hit 2 acid 2 nature On-Hit (Melee): * 10% chance to slow global speed by 47% * 20% chance to reduce armor by 23% defense ------ Defense +10 (+2 eff.) Resistance +18% acid +14% light +21% darkness Resist unseen 16% Blind Resist +34% other ------- Masteries +0.25 Cunning/Tactical +0.25 Technique/Pugilism Amulets make your neck look great! |
Choker of Dread0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +5 (+3 eff.) defense ------ Blind Resist +100% other ------- See Invisibility +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 37 power out of 60/60 The evilness of undeath radiates from this amulet. |
Dralin the steel amulet0.1 Encumbrance T2 amulet jewelry [Rare] Arcane While equipped: Stats +3 Mag offense ------ Spell Crit +4% Spellpower +4 (+2 eff.) Damage +6% light +5% temporal +5% darkness +5% physical defense ------ Resistance +18% acid Physical save +15 (+8 eff.) Spell save +9 (+5 eff.) Stun Resist +20% other ------- Mana/turn +0.08 Max mana +80.00 Amulets make your neck look great! |
Duvasadur the Skywrack0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +6 Dex offense ------ Damage +12% lightning +15% temporal When Hit 6 lightning defense ------ Resistance +18% light Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Light +2 Amulets make your neck look great! |
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. |
The Far-Hand0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con defense ------ Teleport Resist +100% Teleport: Effective talent level: 4.0 Power cost 22 out of 36/36. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (123). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+3 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... |
gold amulet 'Ce'Nymina'0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: defense ------ Armor +8 Resistance +22% lightning +18% nature +5% arcane Life +80.00 Cut Resist +20% Stun Resist +52% Amulets make your neck look great! |
mindweaver's gold amulet0.1 Encumbrance T3 amulet jewelry [Ego+] Psionic While equipped: Stats +3 Wil offense ------ Mindpower +10 (+5 eff.) defense ------ Mind save +6 (+3 eff.) Confus Resist +11% Amulets make your neck look great! |
restful stralite amulet of vision0.1 Encumbrance T4 amulet jewelry [Ego+] Nature/Master While equipped: defense ------ Fatigue -6% Life Regen +1.00 Blind Resist +12% other ------- Infravision +4 Sight +2 See Invisibility +9 Amulets make your neck look great! |
Dourream the stralite ring0.1 Encumbrance T4 ring jewelry [Rare] Nature While equipped: offense ------ Mind Crit +7% Damage +12% mind +18% cold When Hit 6 darkness 10 fire On-Hit (Melee): * 20% chance to reduce damage dealt by 17% defense ------ Resistance +36% cold other ------- EQ when Hit +0.20 Rings make your fingers look great! |
Shineripper the steel ring0.1 Encumbrance T2 ring jewelry [Rare] Psionic While equipped: Stats +6 Con offense ------ Damage +9% light Ignore resists +20% blight On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 14 defense ------ Mind save +7 (+3 eff.) Confus Resist +25% other ------- See Invisibility +15 Rings make your fingers look great! |
Shockdash the steel ring0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: offense ------ Ignore resists +5% lightning defense ------ Armor +8 Resistance +4% physical Physical save +8 (+4 eff.) Spell save +17 (+9 eff.) Mind save +8 (+4 eff.) Rings make your fingers look great! |
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 8.80 cold and 14.08 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 37 power out of 60/60 This azure ring seems to be always moist to the touch. |
copper citrine ring0.1 Encumbrance T1 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Dex +5 Cun +2 Con offense ------ Damage +18% nature +3% arcane +10% light Ignore resists +5% nature Accuracy +6 (+2 eff.) defense ------ Resistance +20% light Spell save +11 (+6 eff.) other ------- Max stamina +12.00 Light +4 Infravision +4 Rings make your fingers look great! |
copper ring 'Ivyssra'0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ On-Hit (Melee): * 10% chance to reduce armor by 23% defense ------ Resistance +3% darkness +3% physical Unlife -80.00 life Life Regen +2.00 Healmod +10% Poison Resist +10% Stun Resist +23% Rings make your fingers look great! |
gold ring 'Arthykath'0.1 Encumbrance T3 ring jewelry [Rare] Arcane While equipped: Stats +13 Con offense ------ Spellpower +20 (+10 eff.) Spellpower/crit +10 Damage +16% darkness On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +32% darkness Rings make your fingers look great! |
savior's stralite ring of misery0.1 Encumbrance T4 ring jewelry [Ego+] Master/Psionic While equipped: Stats +5 Cun offense ------ On-Hit 14 physical On-Ranged-Hit 24 physical On-Hit (Melee): * 10% chance to reduce all saves and defense by 21 On-Hit (Ranged): * 13% chance to reduce all saves and defense by 21 defense ------ Physical save +8 (+4 eff.) Spell save +10 (+5 eff.) Mind save +10 (+4 eff.) other ------- Hate-on-crit +2.00 Max hate +8.00 Bleeding Edge: Puts all charms on 13 turn cooldown Effective talent level: 2.0 Power cost 13 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
steel ring of clarity0.1 Encumbrance T2 ring jewelry [Ego] Psionic While equipped: defense ------ Mind save +6 (+3 eff.) Confus Resist +24% Rings make your fingers look great! |
stralite garnet ring0.1 Encumbrance T4 ring jewelry [Random Unique] Arcane While equipped: Stats +11 Cun +10 Mag offense ------ Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Spellpower +20 (+10 eff.) Damage +6% lightning +9% arcane +6% all Ignore resists +20% arcane When Hit 2 lightning defense ------ Resistance +5% arcane Silence Resist +44% other ------- Mana/turn +0.34 Rings make your fingers look great! |
stralite jade ring0.1 Encumbrance T4 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun offense ------ On-Hit 20 physical On-Ranged-Hit 13 physical On-Hit (Melee): * 14% chance to reduce all saves and defense by 21 On-Hit (Ranged): * 15% chance to reduce all saves and defense by 21 defense ------ Armor +4 Resistance +4% all other ------- Hate-on-crit +2.00 Max hate +9.00 Bleeding Edge: Puts all charms on 13 turn cooldown Effective talent level: 3.0 Power cost 13 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
stralite quartz ring0.1 Encumbrance T4 ring jewelry [Ego+] Arcane While equipped: Stats +6 Mag +7 Wil offense ------ Spellpower +9 (+5 eff.) defense ------ Stun Resist +30% Rings make your fingers look great! |
stralite quartz ring0.1 Encumbrance T4 ring jewelry [Ego+] Nature While equipped: defense ------ Resistance +9% nature +8% blight Poison Resist +18% Disease Resist +11% Stun Resist +30% Rings make your fingers look great! |
dwarven-steel dagger of paradox (16-21 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego] Arcane Weapon Damage 16.0 - 20.8 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-hit +8 temporal While equipped: defense ------ Resistance +10% temporal Sharp, short and deadly. |
Flashthorn the stralite greatsword (48-77 power, 33 apr)3.0 Encumbrance T4 greatsword 2H weapon [Rare] Arcane Weapon Damage 48.0 - 76.8 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +33 Critical Rate +4.5% Attack Speed 100% Ignore Shields +26% On-hit +20 fire On-Hit, radius 1 +20 temporal On-crit, radius 2 +20 lightning On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: offense ------ Ignore resists +25% lightning defense ------ Resistance +15% temporal Massive two-handed swords. |
Cracklebearer4.0 Encumbrance T3 longbow 2H weapon Reqs Shoot [Rare] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 On-ranged-hit +20 lightning On Hit: * 20 arcane resource burn While equipped: Stats +9 Dex offense ------ Ignore resists +12% physical defense ------ Resistance +15% blight Life +100.00 Life Regen +4.00 Stun Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Longbows are used to shoot arrows at your foes. |
steady elven-wood longbow of fire4.0 Encumbrance T4 longbow 2H weapon Reqs Shoot [Ego] Arcane/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 On-ranged-hit +26 fire While equipped: offense ------ Physical Crit +5.0% Damage +23% fire Accuracy +15 (+5 eff.) Longbows are used to shoot arrows at your foes. |
nature's living mindstar of balance (16-18 power, 40 apr, mind damage)3.0 Encumbrance T5 mindstar 1H weapon Reqs Wil 48 [Ego] Nature Weapon Damage 16.0 - 17.6 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +5% Mindpower +10 (+5 eff.) Damage +5% nature defense ------ Resistance +3% blight Physical save +9 (+5 eff.) Spell save +2 (+1 eff.) Mind save +6 (+3 eff.) Disease Resist +16% other ------- EQ when Hit +1.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
projecting living mindstar of balance (16-17 power, 40 apr, nature damage)3.0 Encumbrance T5 mindstar 1H weapon Reqs Wil 48 [Ego+] Nature/Psionic Weapon Damage 15.5 - 17.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +5% Mindpower +10 (+5 eff.) Damage +15% lightning +19% fire +15% cold defense ------ Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) other ------- EQ when Hit +2.30 Talents +1 Attune Mindstar Masteries +0.20 Psionic/Focus +0.20 Psionic/Projection 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. |
Penitence (15-18 power, 4 apr, nature element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 24 [Unique] Arcane/Nature Weapon Damage 15.0 - 18.0 Nature Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +10% Spellpower +15 (+8 eff.) defense ------ Resistance +30% blight +30% nature Affinity +20% nature Spell save +15 (+8 eff.) other ------- Talents +1 Command Staff Cure up to 3 diseases or poisons (based on Magic). Uses 7 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
cruel elven-wood starstaff of might (25-30 power, 5 apr, light element)5.0 Encumbrance T4 staff 2H weapon Reqs Mag 35 [Ego] Arcane/Master Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +20% Critical power +18.00% Spellpower +12 (+6 eff.) Damage +25% light other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
greater yew magestaff of greater warding (20-24 power, 4 apr, arcane element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego++] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +14 (+7 eff.) Damage +20% lightning +20% cold +20% arcane +20% fire defense ------ Armor +8 Defense +6 (+1 eff.) other ------- Wards +3 lightning +3 cold +3 arcane +3 fire Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal dragonbone vilestaff (30-36 power, 6 apr, blight element)5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Weapon Damage 30.0 - 36.0 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 +5% Critical power +28.00% Spellpower +22 (+11 eff.) On-Hit 26 fire Damage +30% blight other ------- See Invisibility +13 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
stralite waraxe of rage (34-48 power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon [Ego+] Master Weapon Damage 34.0 - 47.6 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% While equipped: Stats +7 Str offense ------ Damage +9% physical Accuracy +14 (+4 eff.) One-handed war axes. |
Ereledil the Bloomslice1.0 Encumbrance T3 belt armor [Rare] Psionic While equipped: Stats +3 Str +5 Wil defense ------ Resistance +18% nature Mind save +9 (+4 eff.) Life +41.00 other ------- Light +3 A belt that goes around your waist. |
Gireta1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +4 Dex +4 Cun +6 Lck offense ------ Damage +3% temporal Ignore resists +5% physical Accuracy +15 (+5 eff.) When Hit 2 blight defense ------ Resistance +12% blight +1% physical Stealth +6 other ------- Disarm Traps +7 Infravision +4 A belt that goes around your waist. |
Glittergrinder1.0 Encumbrance T3 belt armor [Rare] Master While equipped: offense ------ Damage +21% blight Ignore resists +25% blight +25% fire +15% light On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 14 defense ------ Defense +10 (+2 eff.) Resistance +15% light Stealth +10 other ------- Light +3 A belt that goes around your waist. |
Hathorain the drakeskin leather belt1.0 Encumbrance T5 belt armor [Random Unique] Nature/Master While equipped: offense ------ Physical Crit +5.0% Critical power +10.00% Physical Power +4 (+1 eff.) defense ------ Resistance +25% lightning +12% temporal +9% cold +6% fire +5% arcane +23% acid Physical save +9 (+5 eff.) other ------- EQ when Hit +0.08 A belt that goes around your waist. |
Neira's Memory1.0 Encumbrance T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil defense ------ Confus Resist +30% Stun Resist +30% other ------- Mana-on-crit +3.00 Surround yourself with a magical shield (strength 152, based on Magic) for 10 turns. Uses 13 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
monstrous hardened leather belt of the giants1.0 Encumbrance T3 belt armor [Ego+] Nature/Master While equipped: Stats +5 Str +4 Con offense ------ Physical Power +16 (+4 eff.) defense ------ Physical save +10 (+5 eff.) Spell save +8 (+4 eff.) other ------- Size +2 A belt that goes around your waist. |
Fearfire Mantle (14 def, 0 armour)2.0 Encumbrance T3 cloak armor [Unique] Arcane While equipped: offense ------ When Hit 30 fire defense ------ Defense +14 (+3 eff.) Resistance +10% fire +10% darkness +10% cold other ------- Masteries +0.20 Corruption/Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
Lightorder (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +6 Mag +5 Wil offense ------ Damage +7% acid +8% physical +11% fire +8% cold Ignore resists +10% light defense ------ Resistance +14% acid +14% physical +12% darkness +9% light +13% fire +12% cold +15% mind +11% all Physical save +13 (+7 eff.) Spell save +15 (+8 eff.) Mind save +27 (+10 eff.) other ------- Mana/turn +0.18 Psi/turn +0.19 Light +3 Cooldown Refit Golem -2 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of the Archmage (10 def, 10 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun offense ------ Spellpower +15 (+8 eff.) Damage +12% all When Hit 15 arcane defense ------ Armor +10 Defense +10 (+2 eff.) Resistance +10% lightning +10% cold +10% fire +10% arcane +13% all Spell save +20 (+10 eff.) Mind save +15 (+6 eff.) Silence Resist +50% other ------- Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
mindwoven silk robe of alchemy (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego+] Arcane/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +5 (+3 eff.) Damage +12% acid +17% physical +10% fire +20% cold defense ------ Resistance +18% acid +18% physical +15% fire +15% cold +13% all Mind save +19 (+7 eff.) other ------- Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
psion's silk robe of corrosion (+34%) (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego+] Nature/Psionic While equipped: offense ------ Mind Crit +4% Mindpower +7 (+4 eff.) Damage +21% mind +23% acid Ignore resists +15% mind defense ------ Resistance +34% acid +13% all other ------- Psi/turn +0.81 Max psi +17.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe 'Zerosagar' (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Random Unique] Nature While equipped: Stats +6 Str +6 Mag +6 Wil offense ------ Physical Crit +3.0% Damage +17% lightning +25% physical +18% fire +17% acid +25% cold Ignore resists +15% physical Ignore Armor +3 defense ------ Resistance +13% lightning +25% acid +27% fire +13% cold +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's Robe of the Worm of light (+19%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Cosmetic Item] Arcane While equipped: Stats +2 Cun offense ------ Spell Crit +6% Spellpower +6 (+3 eff.) Damage +21% light +8% darkness defense ------ Resistance +19% light +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Galeglory the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +2 Cun +2 Wil offense ------ Damage +3% lightning When Hit 2 fire defense ------ Armor +1 Resistance +3% lightning +9% fire +6% temporal Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +5 (+2 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A pair of boots made of leather. |
Temasin the pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +3 Str offense ------ Critical power +10.00% defense ------ Armor +3 Fatigue +2% Mind save +18 (+7 eff.) Life Regen +2.00 Healmod +11% other ------- Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
fleetfooted pair of hardened leather boots of massiveness (9 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego++] Master While equipped: Stats +6 Str +5 Dex +5 Con offense ------ Damage +5% physical defense ------ Armor +3 Defense +9 (+2 eff.) other ------- Size +1 A pair of boots made of leather. |
fleetfooted pair of hardened leather boots of tirelessness (5 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego+] Master While equipped: Stats +6 Dex defense ------ Armor +3 Defense +5 (+1 eff.) other ------- Stamina/turn +0.40 Max stamina +16.00 A pair of boots made of leather. |
Ruthless Grip (0 def, 5 armour)1.5 Encumbrance T4 hands armor [Unique] Psionic While equipped: offense ------ On-Hit 15 darkness 15 cold Damage +20% darkness +20% cold defense ------ Armor +5 Unlife -100.00 life Healmod -10% other ------- Max hate +20.00 Unarmed combat: Weapon Damage 26.0 - 36.4 Physical Uses 40% Wil, 40% Cun, 40% Dex 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 100% On Hit: 10% Dominate level 3 On Hit: 5% Slash level 3 Instill Fear: Effective talent level: 3.0 Power cost 13 out of 30/30. Range 8 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 14.25 mind and 18.25 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 15% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 14. Terrified: Deals 2.85 mind and 3.65 darkness damage per turn and increases cooldowns by 24%. Haunted: Causes the target to suffer 5.55 mind and 7.10 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
sand voratun gauntlets of the juggernaut (0 def, 8 armour)1.5 Encumbrance T4 hands armor [Ego+] Nature/Master While equipped: Stats +3 Con offense ------ On-Hit 9 physical Damage +10% physical defense ------ Armor +8 Fatigue +5% Physical save +22 (+11 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Disarm Resist +34% Unarmed combat: Weapon Damage 31.5 - 44.1 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 100% On-hit +21 physical On-Hit, radius 1 +11 physical On-crit, radius 2 +7 physical On Hit: 10% Juggernaut level 1 On Hit: 10% Sand Breath level 5 Juggernaut: (Instant) Puts all charms on 19 turn cooldown Effective talent level: 4.0 Power cost 19 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
scouring voratun gauntlets (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Ego+] Disrupt While equipped: offense ------ When Hit: * 19 arcane resource burn defense ------ Armor +3 Fatigue +5% Spell save +18 (+9 eff.) Unarmed combat: Weapon Damage 29.0 - 40.6 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 100% On Hit: * 21 arcane resource burn Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Charclamor' (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Rare] Psionic While equipped: Stats +6 Dex offense ------ Physical Crit +7.0% Damage +18% physical Ignore resists +25% fire Accuracy +9 (+3 eff.) defense ------ Armor +3 Fatigue +5% Resistance +15% fire Physical save +9 (+5 eff.) Mind save +10 (+4 eff.) Disarm Resist +48% Unarmed combat: Weapon Damage 30.5 - 42.7 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +11 Ignore Armor +15 Critical Rate +10.0% Attack Speed 100% On Hit: 10% Perfect Control level 5 Metal gloves protecting the hands up to the middle of the lower arm. |
Chamiyon the dwarven-steel helm (0 def, 12 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +5 Str +11 Con offense ------ Physical Power +10 (+3 eff.) Accuracy +30 (+8 eff.) defense ------ Armor +12 Fatigue +4% Crit Resistance 15.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Crown of Command (3 def, 6 armour)3.0 Encumbrance T3 head armor [Unique] Master While equipped: Stats +3 Con +10 Wil offense ------ Mindpower +5 (+3 eff.) defense ------ Armor +6 Defense +3 (+1 eff.) Fatigue +4% Resistance +8% physical other ------- Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Effective talent level: 1.0 Power cost 37 out of 60/60. Range melee/personal Cooldown: 45 Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Helm of the Dwarven Emperors (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Wil +4 Mag offense ------ Damage +10% light defense ------ Armor +6 Fatigue +4% Resistance +10% darkness Blind Resist +30% Confus Resist +30% other ------- Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Olaralar the Kindleward (3 def, 0 armour)2.0 Encumbrance T5 head armor [Rare] Psionic While equipped: Stats +3 Str offense ------ Physical Crit +3.0% Mind Crit +5% Critical power +20.00% Mindpower +6 (+3 eff.) Damage +6% cold Ignore resists +15% fire defense ------ Defense +3 (+1 eff.) Resistance +6% cold +9% fire Unlife -80.00 life other ------- Psi/turn +0.29 A pointy cloth hat, very wizardly... |
Quasit's Skull (0 def, 12 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Con defense ------ Armor +12 Hardiness +5% Fatigue +5% Physical save +12 (+6 eff.) Stun Resist +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Steel Helm of Garkul (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+6 eff.) Spell save +12 (+6 eff.) Mind save +12 (+5 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
augmenting cashmere wizard hat of the sentry (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego+] Arcane While equipped: offense ------ Damage +8% acid +8% lightning +8% cold +6% arcane +8% fire defense ------ Defense +2 (+0 eff.) other ------- Infravision +6 See Stealth +16 See Invisibility +14 Circle of Warding: (Instant) Puts all charms on 25 turn cooldown Effective talent level: 3.0 Power cost 25 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 21% and attempts to push all creatures other than yourself out of its radius, inflicting 4.13 light damage and 6.03 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
cashmere wizard hat of the sentry (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego] Arcane While equipped: defense ------ Defense +2 (+0 eff.) other ------- Infravision +3 See Stealth +7 See Invisibility +14 Circle of Warding: (Instant) Puts all charms on 25 turn cooldown Effective talent level: 3.0 Power cost 25 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 21% and attempts to push all creatures other than yourself out of its radius, inflicting 4.13 light damage and 6.03 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
defender's dwarven-steel helm (6 def, 10 armour)3.0 Encumbrance T3 head armor [Ego+] Master While equipped: defense ------ Armor +10 Defense +6 (+1 eff.) Fatigue +4% Resistance +3% all Physical save +10 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding cashmere wizard hat (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego] Nature While equipped: defense ------ Defense +2 (+0 eff.) Resistance +5% lightning +8% temporal A pointy cloth hat, very wizardly... |
hardened leather cap 'Freezeclamor' (6 def, 3 armour)2.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats +3 Str +8 Wil +7 Cun +4 Con offense ------ Mindpower +5 (+3 eff.) Damage +24% cold Accuracy +6 (+2 eff.) When Hit: * 13% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +3 Defense +6 (+1 eff.) Fatigue +3% Resistance +8% blight Physical save +10 (+5 eff.) Mind save +15 (+6 eff.) Battle Cry: Puts all charms on 17 turn cooldown Effective talent level: 2.0 Power cost 17 out of 28/28. Range melee/personal Cooldown: 30 Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
iron helm 'Splendourkarma' (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +6% light defense ------ Armor +3 Fatigue +5% Resistance +5% arcane +21% cold other ------- Light +1 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
mindwoven cashmere wizard hat of the mountain (+14%) (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +4% Mindpower +4 (+2 eff.) Damage +14% physical defense ------ Defense +2 (+0 eff.) Resistance +14% physical other ------- Psi/turn +0.24 A pointy cloth hat, very wizardly... |
fortifying stralite plate armour of stability (0 def, 13 armour)17.0 Encumbrance T4 massive armor Reqs - Massive armour training [Ego+] Master While equipped: Stats +4 Str +4 Con defense ------ Armor +13 Fatigue +22% Resistance +9% physical Physical save +14 (+7 eff.) Life +62.00 A suit of armour made of metal plates. |
quiver of elven-wood arrows 'Ce'Nelle' (19/39, 58-82 power, 29 apr)3.0 Encumbrance T4 arrow ammo [Rare] Arcane Weapon Damage 58.5 - 81.9 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +29 Critical Rate +2.5% Capacity 39 Ignore Shields +30% On-ranged-hit +20 arcane On-Hit, radius 1 +20 blight On Hit: * 20% chance to reduce strength, dexterity, and constitution by 14 Arrows are used with bows to pierce your foes to death. |
quiver of yew arrows of disruption (22/22, 34-47 power, 10 apr)3.0 Encumbrance T3 arrow ammo [Ego+] Disrupt Weapon Damage 33.5 - 46.9 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +2.0% Capacity 22 Damage Against +17% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Arrows are used with bows to pierce your foes to death. |
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. |
266 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. |
3 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. |
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. |
2 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. |
sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+4 eff.) Mind save +8 (+4 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+4 eff.) Mind save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
Arebrethra (dig speed 15 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +2 Str offense ------ Damage +24% mind +9% physical Ignore Armor +3 defense ------ Defense +15 (+4 eff.) Resistance +5% arcane Life +28.00 Knockbk Resist +20% other ------- Max stamina +41.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
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. |
turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Blazesmasher the alchemist's lamp1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats +4 Wil +3 Con defense ------ Resistance +10% blight +5% physical +9% light +9% lightning Crit Resistance 15.00% Mind save +12 (+5 eff.) Unlife -80.00 life Life Regen +10.00 Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
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.(60 power, based on Willpower). Uses 7 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
alchemist's lamp 'Winterpain'1.0 Encumbrance T3 lite [Random Unique] Arcane/Psionic While equipped: Stats +2 Str +2 Dex +8 Wil +2 Con offense ------ Spell Crit +5% Spellpower +5 (+3 eff.) Damage +8% mind +6% cold defense ------ Defense +7 (+2 eff.) Resistance +8% blight +9% darkness Crit Resistance 10.00% Physical save +12 (+6 eff.) Spell save +10 (+5 eff.) Mind save +11 (+5 eff.) other ------- Light +4 Infravision +4 See Invisibility +7 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 19 turn cooldown Effective talent level: 1.0 Power cost 19 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 20 blight damage or heals 28 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern 'Deladin'2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +2 Dex +1 Cun +2 Con offense ------ Mind Crit +2% Accuracy +10 (+3 eff.) defense ------ Defense +25 (+6 eff.) 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. |
brass lantern 'Hatharak'2.0 Encumbrance T1 lite [Rare] Master While equipped: defense ------ Resistance +3% acid Pinning Resist +20% Stun Resist +20% other ------- Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright alchemist's lamp of health1.0 Encumbrance T3 lite [Ego] Nature/Master While equipped: defense ------ Life +46.00 other ------- Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
nightwalker's alchemist's lamp1.0 Encumbrance T3 lite [Ego+] Nature While equipped: Stats +3 Wil offense ------ Physical Crit +5.0% Critical power +14.00% Physical Power +7 (+2 eff.) other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
nightwalker's alchemist's lamp1.0 Encumbrance T3 lite [Ego+] Nature While equipped: Stats +5 Wil offense ------ Physical Crit +3.0% Critical power +13.00% Physical Power +7 (+2 eff.) other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Eternity's Counter2.0 Encumbrance T4 misc tool [Unique] Arcane While equipped: offense ------ Damage +15% temporal defense ------ Resistance +0% all +15% temporal Damage Reduction +0 all Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards stability). Uses 13 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
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. |
Orb of Many Ways1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 7 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
2 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Gwai's Burninator2.0 Encumbrance T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 342.00 fire damage (based on Magic). Uses 31 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (3/3)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
It Which Writhes0.0 Encumbrance T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 7 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Belawen [power 1] (16 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: defense ------ Resistance +6% nature Crit Resistance 15.00% Unlife -80.00 life Life Regen +4.00 Poison Resist +20% Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 16 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Hathosin the dwarven-steel torque of mindblast [power 240] (10 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: Stats +6 Dex +3 Wil offense ------ Mind Crit +3% Mindpower +10 (+5 eff.) Damage +6% mind +9% physical other ------- Max stamina +20.00 Blast the opponent's mind dealing 274 mind damage and silencing them for 4 turns Puts all charms on 10 turn cooldown 100% to gain a 28% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Polamitha the Lightshear [power 355] (10 cooldown)2.0 Encumbrance T5 torque charm [Random Unique] Psionic While equipped: offense ------ Damage +12% light +3% blight Ignore resists +10% light defense ------ Resistance +12% cold Project a gust of wind in a cone knocking all creatures back 12 spaces and dealing 568 physical damage Puts all charms on 10 turn cooldown 100% to increase the duration of 3 beneficial effects by 2. 100% to reduce fatigue by 49% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Xanybrewen [power 1] (16 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +1 Dex offense ------ Damage +6% acid Ignore resists +5% physical Ignore Armor +1 defense ------ Unlife -40.00 life other ------- Stamina/turn +1.00 Max stamina +10.00 Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 16 turn cooldown Torques are made by powerful psionics to store psionic powers. |
innervating dwarven-steel torque of psionic shield [power 77] (16 cooldown)2.0 Encumbrance T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 77 for 5 turns Puts all charms on 16 turn cooldown 100% to reduce fatigue by 30% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
voratun torque of psionic shield 'Drorab' [power 165] (16 cooldown)2.0 Encumbrance T5 torque charm [Rare] Psionic While equipped: defense ------ Armor +16 Crit Resistance 15.00% Unlife -40.00 life Life +100.00 Stun Resist +20% Setup a psionic shield, reducing all damage taken by 165 for 5 turns Puts all charms on 16 turn cooldown 100% to increase the duration of 3 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
Islata the elven-wood totem of summon tentacle [power 295] (16 cooldown)2.0 Encumbrance T4 totem charm [Random Unique] Nature While equipped: Stats +4 Dex offense ------ Physical Crit +2.0% Physical Power +20 (+5 eff.) defense ------ Defense +10 (+2 eff.) Resistance +1% physical Summon a resilient tentacle up to 5 spaces away for 10 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 752 Base Damage: 311 Armor: 36 All Resist: 26 Puts all charms on 16 turn cooldown 100% to increase all damage penetration by 24% for 2 turns. 100% to reduce fatigue by 52% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Sootravager the yew totem of summon tentacle [power 225] (16 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: offense ------ Damage +3% darkness Ignore resists +5% darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 17% * 20% chance to reduce all saves and defense by 21 defense ------ Resistance +9% nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 590 Base Damage: 228 Armor: 5 All Resist: 9 Puts all charms on 16 turn cooldown Natural totems are made by powerful wilders to store nature power. |
Velinne [power 194] (10 cooldown)2.0 Encumbrance T2 totem charm [Random Unique] Nature While equipped: defense ------ Resistance +3% light Life +40.00 Stun Resist +20% Sting an enemy dealing 194 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 10 turn cooldown 100% to reduce 2 talent cooldowns by 2. 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
ash totem of healing 'Vorewen' [power 188] (10 cooldown)2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: offense ------ Damage +3% temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +5 (+1 eff.) Physical save +12 (+6 eff.) Unlife -20.00 life Poison Resist +20% Disease Resist +20% Silence Resist +20% Disarm Resist +10% Heal yourself and all friendly characters within 10 spaces for 188 Puts all charms on 10 turn cooldown 100% to increase all damage by 15% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
extending ash totem of thorny skin [power 29] (13 cooldown)2.0 Encumbrance T2 totem charm [Ego+] Nature Harden the skin for 7 turns increasing armour by 29 and armour hardiness by 40% Puts all charms on 13 turn cooldown 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
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. |
2 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. |
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. |
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. |
2 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. |
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Baggguril the Halfling Brawler level 35
29th Haze 124th year of Ascendancy at 03:46 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Baggguril the Halfling Brawler level 35
23rd Haze 124th year of Ascendancy at 19:31 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Baggguril the Halfling Brawler level 39
46th Haze 124th year of Ascendancy at 18:51 see stats
Can you bear it? So much bearness! (Insane (Roguelike) difficulty)
Killed Borius in the Bearscape.By Baggguril the Halfling Brawler level 29
15th Regrowth 124th year of Ascendancy at 21:03 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Baggguril the Halfling Brawler level 10
30th Haze 122nd year of Ascendancy at 11:04 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Baggguril the Halfling Brawler level 37
41st Haze 124th year of Ascendancy at 23:19 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Baggguril the Halfling Brawler level 39
44th Haze 124th year of Ascendancy at 21:57 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Baggguril the Halfling Brawler level 22
20th Haze 123rd year of Ascendancy at 03:52 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Baggguril the Halfling Brawler level 28
4th Allure 124th year of Ascendancy at 13:30 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Baggguril the Halfling Brawler level 30
25th Pyre 124th year of Ascendancy at 13:10 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Baggguril the Halfling Brawler level 10
30th Haze 122nd year of Ascendancy at 11:02 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Baggguril the Halfling Brawler level 20
7th Dusk 123rd year of Ascendancy at 04:44 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Baggguril the Halfling Brawler level 30
65th Regrowth 124th year of Ascendancy at 15:49 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Baggguril the Halfling Brawler level 23
40th Haze 123rd year of Ascendancy at 17:02 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Baggguril the Halfling Brawler level 34
21st Haze 124th year of Ascendancy at 18:39 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Baggguril the Halfling Brawler level 17
67th Pyre 123rd year of Ascendancy at 05:22 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Baggguril the Halfling Brawler level 38
42nd Haze 124th year of Ascendancy at 00:34 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Baggguril the Halfling Brawler level 14
42nd Pyre 123rd year of Ascendancy at 04:34 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Baggguril the Halfling Brawler level 10
55th Haze 122nd year of Ascendancy at 02:19 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Baggguril the Halfling Brawler level 22
38th Haze 123rd year of Ascendancy at 06:45 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Baggguril the Halfling Brawler level 7
5th Flare 122nd year of Ascendancy at 04:21 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Baggguril the Halfling Brawler level 22
37th Haze 123rd year of Ascendancy at 07:35 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Baggguril the Halfling Brawler level 27
9th Decay 123rd year of Ascendancy at 08:10 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Baggguril the Halfling Brawler level 21
15th Haze 123rd year of Ascendancy at 22:42 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Baggguril the Halfling Brawler level 32
59th Dusk 124th year of Ascendancy at 15:04 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Baggguril the Halfling Brawler level 34
23rd Haze 124th year of Ascendancy at 15:12 see stats
Log
Baggguril is no longer out of phase.
The protective shield of Baggguril disappears.
Burning from Orc pyromancer hits Baggguril for (29 flat reduction), 7 fire (7 total damage).
Isluth the orc high cryomancer casts Freeze.
Baggguril casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Baggguril reacts to damage from Isluth the orc high cryomancer, mitigating the blow!.
Baggguril resists!
Isluth the orc high cryomancer hits Baggguril for (29 flat reduction), (67 reacted , -5 stam), 147 cold (147 total damage).
Isluth the orc high cryomancer's caustic mire area effect hits Baggguril for (29 flat reduction), 24 acid (24 total damage).
Isluth the orc high cryomancer's Living Lightning hits Baggguril for (29 flat reduction), 30 lightning (30 total damage).
Baggguril is no longer evading attacks.
Baggguril aims less carefully.
Baggguril stops burning.
Talent Rush is ready to use.
There is a previous level here (press '' or right click to use).
Isluth the orc high cryomancer casts Frozen Ground.
Baggguril reacts to damage from Isluth the orc high cryomancer, mitigating the blow!.
Baggguril is frozen to the ground!
Isluth the orc high cryomancer hits Baggguril for (29 flat reduction), (63 reacted , -5 stam), 145 cold (145 total damage).
Baggguril reacts to damage from Orc pyromancer's Fireflash, mitigating the blow!.
Baggguril tries to evade attacks.
Orc pyromancer's Fireflash hits Isluth the orc high cryomancer for 459 fire damage.
Orc pyromancer's Fireflash hits Baggguril for (29 flat reduction), (120 reacted , -5 stam), 280 fire (280 total damage).
Isluth the orc high cryomancer's caustic mire area effect hits Baggguril for (29 flat reduction), 24 acid (24 total damage).
Isluth the orc high cryomancer's spell attains critical power!
Isluth the orc high cryomancer roars triumphantly.
Isluth the orc high cryomancer's Living Lightning hits Baggguril for (29 flat reduction), 42 lightning (42 total damage).
Baggguril the level 39 halfling brawler was bolted to death by Isluth the orc high cryomancer on level 2 of Vor Armoury.

























































































































































