
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/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:
Possessor Bonus Class 1.7.4Donators/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. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Archer |
| Level / Exp | 35 / 3% |
| Size | medium |
| Lifes / Deaths | Killed by Urkis, the High Tempest at level 23 on the 10th Haze 122nd year of Ascendancy at 04:27 6 / 1 |
Primary Stats
| Strength | 79 (base 45) |
| Dexterity | 106 (base 60) |
| Constitution | 59 (base 18) |
| Magic | 30 (base 28) |
| Willpower | 24 (base 11) |
| Cunning | 29 (base 15) |
Resources
| Life | 686/980 |
| Stamina | 179/179 |
| Healing Factor | 1.3251133323993 |
| Regeneration | 0.33127833309982 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 8 |
| Infravision | 6 |
| See Stealth | 51.003878189685 |
| See Invisible | 48.003878189685 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 177 |
| Accuracy | 84 |
| Crit Chance | 47% |
| APR | 43 |
| Speed | 1.11 |
Offense: Spell
| Spellpower | 25 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Fire | +9% |
| Lightning | +21% |
| Nature | +6% |
| Temporal | +30% |
| Darkness | +15% |
| Physical | +42% |
| Cold | +12% |
| All | 0% |
Offense: Damage Penetration
| Acid | +40% |
| Temporal | +39% |
| Arcane | +35% |
| Physical | +59% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 35 (52.978887444459%) |
| Defense | 81 |
| Ranged Defense | 81 |
| Fatigue | 0 |
| Physical Save | 40 |
| Spell Save | 32 |
| Mental Save | 35 |
Defense: Resistances
| Temporal | + 28%( 74%) |
| Fire | + 32%( 74%) |
| Arcane | + 22%( 74%) |
| Cold | + 25%( 74%) |
| All | + 18%( 74%) |
Defense: Immunities
| Stun Resistance | 60% |
| Confusion Resistance | 27% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 20% |
| Disarm Resistance | 74% |
| Bleed Resistance | 100% |
| Pinning Resistance | 31% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 60% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 463 damage for 4 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 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. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 131 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. |
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 8 up to 5 times. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Technique / Sniper | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Archery prowess | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Technique / Combat training | 1.60 |
| 5/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Mobility | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 4/5 |
| Undead / Skeleton | 1.10 |
| 3/5 |
| 4/5 |
| 1/5 |
| 4/5 |
Prodigies
| 1/1 |
Effects
| talent | Aim |
| talent | Precise Strikes |
| talent | Trained Reactions |
| talent | Intuitive Shots |
| talent | Concealment |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
| beneficial effect | The target is concealed, increasing sight and attack range by 1 and chance to avoid damage by 21%. Concealment |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Willpower by +5. | done |
You failed to protect the lone alchemist from death by Isylewe the master vampire. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost sun paladin from death by onilug. Escort: lost sun paladin (level 2 of Daikara) | failed |
You failed to protect the lost sun paladin from death by giant lightning ant. Escort: lost sun paladin (level 2 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 6 of Dreadfell. Escort: worried loremaster (level 6 of Dreadfell)As a reward you improved Constitution by +5. | 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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * 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: 392. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * You've found the needed vial of wight ectoplasm. * '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 has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * You've found the needed wretchling eyeball. * You've found the needed vial of elder vampire blood. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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 within6 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | Belufang the pair of hardened leather boots (0 def, 7 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +2 Dex +6 Con offense ------ Physical Crit +2.0% Critical power +20.00% defense ------ Armor +7 Unlife -20.00 life other ------- Infravision +2 A pair of boots made of leather. |
| Quiver | Glyrariata the Woeblow (15/15, 160% power, 22 apr)3.0 Encumbrance T3 arrow ammo [Random Unique] Nature/Master Weapon Damage 161% Range: 1.0x-1.4x Uses 70% Dex, 50% Str Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +22 Critical Rate +21.0% Capacity 15 Projectile Speed +200% On-ranged-hit +20 fire +20 darkness +8 mind On-crit, radius 2 +8 mind +14 fire On Critical: * Wound the target dealing 284 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
| Light source | watchleader's alchemist's lamp of clarity1.0 Encumbrance T3 lite [Ego+] Master/Psionic While equipped: defense ------ Mind save +8 (+4 eff.) Blind Resist +20% Confus Resist +17% other ------- Light +9 See Stealth +25 See Invisibility +16 Track: Puts all charms on 34 turn cooldown Effective talent level: 2.0 Power cost 34 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 14 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Balynik the dwarven-steel helm (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +12 Dex offense ------ Spell Crit +3% Physical Power +15 (+4 eff.) Spellpower/crit +4 Damage +21% physical Ignore resists +15% acid defense ------ Armor +4 Fatigue +4% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Stamina/turn +3.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | extending stralite torque of clear mind [power 3] (22 cooldown)2.0 Encumbrance T4 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 22 turn cooldown 100% to increase the duration of 3 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Wheel of Fate0.1 Encumbrance T4 ring jewelry [Unique] Arcane While equipped: Stats +8 Str +2 Mag +11 Con offense ------ Physical Power +12 (+3 eff.) Damage +15% darkness On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Crit Resistance 15.00% Spell save +16 (+8 eff.) Life +36.00 Disarm Resist +34% Pinning Resist +31% Knockbk Resist +30% other ------- Max stamina +32.00 See Invisibility +6 Cannot be unequipped or rerolled until level 36. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | gold quartz ring0.1 Encumbrance T3 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +7 Str +5 Wil +7 Con offense ------ Physical Power +10 (+3 eff.) Damage +6% nature +9% fire On-Hit (Melee): * 20% chance to slow global speed by 49% defense ------ Fatigue -6% Resistance +18% fire Mind save +10 (+5 eff.) Stun Resist +30% other ------- Encumbrance +31 Rings make your fingers look great! |
| Around waist | Glerawe the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +5 Cun +3 Wil offense ------ Critical power +15.00% Mindpower +20 (+8 eff.) Ignore resists +10% arcane Against +18% Summoned defense ------ Resist Against +18% Summoned A belt that goes around your waist. |
| In main hand | keeper's elven-wood longbow of lightning4.0 Encumbrance T4 longbow 2H weapon [Ego+] Arcane Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 On-ranged-hit +17 lightning While equipped: offense ------ Damage +21% lightning +21% physical +18% temporal Ignore resists +9% physical +14% temporal other ------- Cooldown Arrow Stitching -1 Longbows are used to shoot arrows at your foes. |
| 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 119% Range: 1.0x-1.1x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +7.0% Attack Speed 100% On Hit: 20% Clinch level 3 On Hit: 10% Maim level 3 On Hit: 10% Take Down level 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
| Main armor | hardened leather armour 'Isothra' (16 def, 13 armour)9.0 Encumbrance T3 light armor [Rare] Master While equipped: Stats +2 Str +6 Dex +6 Cun offense ------ Critical power +10.00% Physical Power +20 (+5 eff.) Ignore resists +25% physical Ignore Armor +1 On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 15 defense ------ Armor +13 Defense +16 (+3 eff.) Fatigue +8% other ------- Stamina/turn +1.00 Max stamina +30.00 A suit of armour made of leather. |
| Cloak | Icekin (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Dex +3 Con offense ------ Damage +12% cold +12% temporal defense ------ Defense +2 (+1 eff.) Resistance +12% temporal +5% arcane +9% cold Spell save +11 (+6 eff.) other ------- Stamina/turn +0.90 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | protective gold amulet of murder0.1 Encumbrance T3 amulet jewelry [Ego++] Master While equipped: offense ------ Critical power +13.00% Accuracy +5 (+1 eff.) Ignore Armor +13 defense ------ Armor +3 Defense +6 (+1 eff.) Max Resistance +4% all Physical save +12 (+4 eff.) Amulets make your neck look great! |
Inventory
healing infusion of the titan (heal 181; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 181 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 631%; cd 15)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 631% 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. |
Prismatic Rune (6 turns; acid, physical, fire, nature, arcane)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 3 physical, 3 fire, 5 nature, 5 arcane Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of 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 250 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. |
Rune of the Rift (246.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 319.80 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the duelist (range 7; phase 24; 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 24%, your defense is increased by 24 and all your resistances by 24%. 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. |
blink rune of the sneak (range 5; phase 13; cd 11)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 5 Cooldown: 11 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 13%, your defense is increased by 13 and all your resistances by 13%. 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. |
manasurge rune of the warrior (regen 1620% over 10 turns; mana 81; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 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 1620% for 10 turns (0 total) and instantly restoring 81 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 60; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 60 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 136; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 136 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 142; dur 4; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 142 damage for 4 turns. 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. |
stormshield rune (threshold 46; blocks 3; dur 4; 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 46 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. |
Chilldream the stralite amulet0.1 Encumbrance T4 amulet jewelry [Rare] Nature While equipped: defense ------ Resistance +9% temporal +10% physical +12% cold Mind save +18 (+8 eff.) Life Regen +4.00 Pinning Resist +20% Knockbk Resist +20% other ------- Stamina/turn +1.00 Hate-on-crit +5.00 Amulets make your neck look great! |
Murkmire the steel amulet0.1 Encumbrance T2 amulet jewelry [Rare] Arcane While equipped: Stats +1 Str +3 Mag offense ------ Damage +3% light Ignore resists +10% physical defense ------ Resistance +12% darkness Unlife -60.00 life Amulets make your neck look great! |
copper amulet 'Yarihell'0.1 Encumbrance T1 amulet jewelry [Rare] Arcane While equipped: Stats +2 Mag offense ------ Physical Crit +4.0% Physical Power +30 (+7 eff.) Spellpower/crit +2 Damage +3% physical Ignore resists +5% mind Accuracy +5 (+1 eff.) other ------- Mana/turn +0.15 Max mana +23.00 Amulets make your neck look great! |
insulating copper amulet of willpower (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil defense ------ Resistance +12% fire +11% cold Amulets make your neck look great! |
restful copper amulet of healing0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Fatigue -4% Life Regen +1.00 Healmod +12% Cut Resist +50% Heal: Puts all charms on 30 turn cooldown Effective talent level: 1.0 Power cost 30 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 166 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
steel amulet 'Cloudreek'0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: offense ------ Physical Crit +2.0% Physical Power +20 (+5 eff.) Damage +9% lightning defense ------ Armor +6 Defense +15 (+3 eff.) Spell save +6 (+3 eff.) other ------- Masteries +0.20 Technique/Mobility Amulets make your neck look great! |
steel amulet 'Willowbone'0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Dex offense ------ Damage +15% nature Ignore resists +5% lightning On-Hit (Melee): * 20% chance to reduce armor by 24% defense ------ Resistance +9% nature +3% lightning Amulets make your neck look great! |
stralite amulet 'Jetvortex'0.1 Encumbrance T4 amulet jewelry [Rare] Master While equipped: offense ------ On-Hit (Melee): * 20% chance to reduce damage dealt by 19% defense ------ Armor +16 Resistance +6% nature Mind save +6 (+3 eff.) Unlife -80.00 life Pinning Resist +20% other ------- Masteries +0.32 Cunning/Poisons Amulets make your neck look great! |
Bloodcaller0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Nightsong0.1 Encumbrance T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun offense ------ Damage +10% darkness defense ------ Defense +6 (+1 eff.) Fatigue -7% Mind save +13 (+6 eff.) other ------- Max stamina +25.00 Cooldown Shadowstep -1 Shadowstep: Effective talent level: 2.0 Power cost 43 out of 50/50. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Oloregothad0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: Stats +2 Mag offense ------ Ignore resists +15% temporal When Hit 2 acid On-Hit (Melee): * 10% chance to reduce armor by 24% defense ------ Spell save +4 (+2 eff.) Rings make your fingers look great! |
copper ring0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring 'Poluma'0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +3 Str defense ------ Armor +6 Resistance +3% blight Spell save +6 (+3 eff.) Confus Resist +20% other ------- EQ when Hit +0.08 Max hate +10.00 Rings make your fingers look great! |
copper ring of clarity0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: defense ------ Mind save +6 (+3 eff.) Confus Resist +22% Rings make your fingers look great! |
gold ring0.1 Encumbrance T3 ring jewelry [Normal] Rings make your fingers look great! |
gold ring of luminosity0.1 Encumbrance T3 ring jewelry [Ego+] Arcane While equipped: Stats +1 Mag offense ------ On-Hit 10 light On-Ranged-Hit 13 light Damage +13% light Rings make your fingers look great! |
marksman's copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+1 eff.) defense ------ Life +22.00 Disarm Resist +21% Pinning Resist +24% Knockbk Resist +23% Rings make your fingers look great! |
mule's copper ring of frost (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +11% cold defense ------ Fatigue -4% Resistance +22% cold other ------- Encumbrance +21 Rings make your fingers look great! |
mule's copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Fatigue -5% Life Regen +1.00 Stun Resist +23% other ------- Encumbrance +21 Rings make your fingers look great! |
mule's steel ring of darkness (+24%)0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: offense ------ Damage +12% darkness defense ------ Fatigue -5% Resistance +24% darkness other ------- Encumbrance +22 Rings make your fingers look great! |
painweaver's stralite ring of life0.1 Encumbrance T4 ring jewelry [Ego++] Nature/Master While equipped: offense ------ Physical Power +9 (+3 eff.) Spellpower +9 (+4 eff.) Mindpower +13 (+6 eff.) Damage +5% all defense ------ Life +60.00 Life Regen +7.00 Healmod +13% Rings make your fingers look great! |
psionicist's copper ring of frost (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Wil offense ------ Damage +11% cold defense ------ Resistance +22% cold Mind save +4 (+2 eff.) Rings make your fingers look great! |
rogue's copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun defense ------ Defense +4 (+1 eff.) Life +20.00 Disarm Resist +20% Pinning Resist +20% Knockbk Resist +20% Rings make your fingers look great! |
rogue's stralite ring of perseverance0.1 Encumbrance T4 ring jewelry [Ego] Master While equipped: Stats +6 Cun defense ------ Defense +12 (+3 eff.) Life Regen +4.00 Stun Resist +20% Rings make your fingers look great! |
savage's copper ring0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: Stats +2 Con defense ------ Spell save +11 (+6 eff.) other ------- Max stamina +10.00 Rings make your fingers look great! |
steel ring0.1 Encumbrance T2 ring jewelry [Normal] Rings make your fingers look great! |
steel ring0.1 Encumbrance T2 ring jewelry [Normal] Rings make your fingers look great! |
steel ring0.1 Encumbrance T2 ring jewelry [Normal] Rings make your fingers look great! |
steel ring of luminosity0.1 Encumbrance T2 ring jewelry [Ego+] Arcane While equipped: Stats +3 Mag offense ------ On-Hit 13 light On-Ranged-Hit 10 light Damage +10% light Rings make your fingers look great! |
titan's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con defense ------ Physical save +4 (+1 eff.) Rings make your fingers look great! |
titan's steel ring of lightning (+24%)0.1 Encumbrance T2 ring jewelry [Ego] Nature While equipped: Stats +2 Con offense ------ Damage +12% lightning defense ------ Resistance +24% lightning Physical save +4 (+1 eff.) Rings make your fingers look great! |
titan's steel ring of perseverance0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con defense ------ Physical save +6 (+2 eff.) Life Regen +2.00 Stun Resist +25% Rings make your fingers look great! |
titan's steel ring of the mind (+11%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Con offense ------ Damage +11% mind defense ------ Resistance +11% mind Physical save +4 (+1 eff.) Rings make your fingers look great! |
Spellblaze Shard (120% power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 121% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +12.0% Attack Speed 100% Lifesteal +6% On-hit +20 blight +20 fire While equipped: Stats +5 Mag defense ------ Resistance +10% blight +10% fire other ------- Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
dwarven-steel greatmaul of enduring (152% power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Ego+] Nature Weapon Damage 152% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% While equipped: Stats +10 Con +7 Wil defense ------ Life +14.00 Massive two-handed mauls. |
enhanced dwarven-steel greatsword of rage (143% power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Ego++] Nature/Master Weapon Damage 144% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +12 Str +7 Dex +5 Mag +7 Wil +9 Cun +5 Con offense ------ Damage +12% physical Accuracy +10 (+2 eff.) Massive two-handed swords. |
Corpsebow4.0 Encumbrance T2 longbow 2H weapon [Unique] Arcane/Nature Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On Hit: 25% Epidemic level 1 On Hit: 25% Cyst Burst level 1 While equipped: offense ------ Spellpower +10 (+5 eff.) On-Ranged-Hit 20 blight Damage +20% blight On-Hit (Ranged): * 40% chance to reduce strength, dexterity, and constitution by 15 defense ------ Disease Resist +50% A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
Surefire4.0 Encumbrance T1 longbow 2H weapon [Unique] Master Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 105% Range +9 While equipped: Stats +3 Dex offense ------ Physical Crit +5.0% Damage +5% physical Accuracy +12 (+2 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
ash longbow 'Silyra'4.0 Encumbrance T2 longbow 2H weapon [Rare] Arcane Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Attack Speed 100% Range +7 Projectile Speed +200% On-ranged-hit +12 cold On-Hit, radius 1 +20 physical While equipped: Stats +4 Con offense ------ Damage +18% cold other ------- Reload +4 Longbows are used to shoot arrows at your foes. |
Corpathus (150% power, 12 apr)3.0 Encumbrance T4 longsword 1H weapon [Unique] Master/Unknown Weapon Damage 150% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +4.0% Attack Speed 100% On-hit +18 draining blight On Critical: * grows in power On Kill: * grows dramatically in power While equipped: offense ------ Damage +5% blight defense ------ Cut Resist -25% other ------- Max vim +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
Great Caller (100% power, 18 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 34 [Unique] Nature Weapon Damage 100% Range: 1.0x-1.1x Uses 30% Wil, 50% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +3 Cun +3 Wil offense ------ Mind Crit +6% Mindpower +12 (+6 eff.) Damage +8% fire +8% physical +8% cold defense ------ Heal-on-summon +30 other ------- Max Summons +2 Masteries +0.10 Wild-gift/Summoning (utility) +0.10 Wild-gift/Summoning (augmentation) +0.10 Wild-gift/Summoning (melee) +0.10 Wild-gift/Summoning (distance) +0.10 Wild-gift/Summoning (advanced) Gives a 30% chance that your nature summons appear as wild summons. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
Torchwreck the hardened leather sling4.0 Encumbrance T3 sling 1H weapon [Rare] Master Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 On Hit: * 20% chance to reduce damage dealt by 19% While equipped: Stats +4 Str +1 Mag offense ------ Physical Power +10 (+3 eff.) Ignore resists +25% fire defense ------ Resistance +18% fire +5% arcane +15% darkness other ------- Infravision +2 Slings are used to hurl stones or metal shots at your foes. |
rough leather sling4.0 Encumbrance T1 sling 1H weapon [Normal] Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +6 Slings are used to hurl stones or metal shots at your foes. |
Betaba the Ichorquencher (120% power, 4 apr, fire element)5.0 Encumbrance T3 staff 2H weapon [Rare] Master Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +14% Critical power +16.00% Spellpower +9 (+4 eff.) Damage +24% nature +20% fire defense ------ Resistance +15% mind +4% physical Unlife -80.00 life Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal yew vilestaff of channeling (120% power, 4 apr, darkness element)5.0 Encumbrance T3 staff 2H weapon [Ego++] Arcane Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Critical power +22.00% Spellpower +24 (+12 eff.) On-Hit 21 fire Damage +20% darkness other ------- Mana/turn +0.10 See Invisibility +8 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 26 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
yew starstaff (120% power, 4 apr, darkness element)5.0 Encumbrance T3 staff 2H weapon [Normal] Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+4 eff.) Damage +20% darkness other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
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. |
Pitchobsidian1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +4 Str +3 Con offense ------ Physical Power +6 (+2 eff.) Damage +6% mind Ignore resists +10% cold On-Hit (Melee): * 20% chance to reduce all saves and defense by 23 defense ------ Resistance +9% mind +3% darkness Physical save +5 (+1 eff.) other ------- Size +1 A belt that goes around your waist. |
Zerydundur the Rainripper1.0 Encumbrance T3 belt armor [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Str +3 Con offense ------ Physical Power +10 (+3 eff.) Damage +15% mind Ignore resists +25% cold defense ------ Armor +7 Defense +7 (+2 eff.) Resistance +8% blight +6% mind Physical save +17 (+5 eff.) other ------- Size +1 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
hardened leather belt 'Bilewing'1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +1 Mag offense ------ Physical Power +3 (+1 eff.) defense ------ Defense +20 (+4 eff.) Resistance +9% nature +6% cold Spell save +6 (+3 eff.) Unlife -60.00 life Life Regen +2.00 other ------- Size +1 A belt that goes around your waist. |
noble's hardened leather belt1.0 Encumbrance T3 belt armor [Ego+] Master While equipped: Stats +5 Cun +4 Wil offense ------ Against +20% Summoned defense ------ Resist Against +15% Summoned A belt that goes around your waist. |
Chalibar (10 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +3 Wil +1 Con offense ------ On-Hit (Melee): * 10% chance to reduce armor by 24% defense ------ Defense +10 (+2 eff.) Physical save +8 (+2 eff.) other ------- Light +3 See Invisibility +21 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +5 (+2 eff.) Mindpower +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Dourbrace the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +6 Str +2 Dex +1 Cun offense ------ Physical Crit +2.0% Mindpower +10 (+5 eff.) Ignore resists +15% mind defense ------ Defense +1 (+0 eff.) Resistance +12% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Iseminne the linen cloak (1 def, 5 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Critical power +10.00% Damage +9% physical defense ------ Armor +5 Defense +1 (+0 eff.) Resistance +12% cold Unlife -60.00 life other ------- Psi when Hit +0.08 Max hate +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Winterzephyr the linen cloak (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ On-Hit (Melee): * 10 arcane resource burn defense ------ Armor +6 Defense +1 (+0 eff.) Resistance +6% temporal +19% cold +3% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Normal] While equipped: defense ------ Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping cashmere cloak (9 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego] Master While equipped: defense ------ Defense +9 (+2 eff.) Physical save +10 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping cashmere cloak of sorcery (10 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego+] Arcane/Master While equipped: Stats +4 Mag +4 Wil offense ------ Spell Crit +6% defense ------ Defense +10 (+2 eff.) Physical save +7 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
shadow cashmere cloak (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego+] Master While equipped: offense ------ Damage +10% darkness Ignore resists +5% darkness defense ------ Defense +2 (+1 eff.) Resistance +13% darkness Stealth +5 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak of Eldoral (2 def, 8 armour)2.0 Encumbrance T3 cloak armor [Ego] Master While equipped: Stats +1 Cun +2 Dex defense ------ Armor +8 Defense +2 (+1 eff.) Resistance +15% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eclipsenull (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Random Unique] Arcane While equipped: Stats +4 Mag +4 Wil +3 Cun offense ------ Spell Crit +7% Spellpower +12 (+6 eff.) Spellpower/crit +4 Damage +6% cold +38% darkness +13% light Ignore resists +25% cold defense ------ Resistance +28% darkness +11% all Silence Resist +32% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Growthsun (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Random Unique] Nature/Psionic While equipped: offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) Damage +18% acid +17% cold +29% mind Ignore resists +6% mind +25% nature defense ------ Resistance +27% acid +3% mind +25% cold +6% nature +15% all other ------- Psi/turn +0.57 Max psi +20.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe 'Raintickler' (30 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: Stats +2 Con offense ------ Damage +14% cold On-Hit (Melee): * 20% chance to slow global speed by 49% defense ------ Defense +30 (+6 eff.) Resistance +12% lightning +21% cold +6% light +7% all Crit Resistance 5.00% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe 'Grinylin' (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Rare] Nature While equipped: Stats +6 Dex +3 Con offense ------ Damage +16% lightning On-Hit (Melee): * 20% chance to reduce armor by 24% defense ------ Resistance +24% lightning +12% mind +13% all Physical save +6 (+2 eff.) Unlife -80.00 life other ------- Stamina/turn +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Boots of the Hunter (2 def, 12 armour)3.0 Encumbrance T4 feet armor [Unique] Psionic While equipped: offense ------ Physical Power +12 (+3 eff.) Ignore Armor +15 defense ------ Armor +12 Defense +2 (+1 eff.) Fatigue +8% Spell save +10 (+5 eff.) Mind save +10 (+5 eff.) Life +80.00 Stun Resist +40% other ------- Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 28 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Cystjeer (0 def, 13 armour)2.0 Encumbrance T5 feet armor [Random Unique] Master/Psionic While equipped: Stats +5 Wil +6 Cun +1 Con offense ------ Physical Crit +4.0% Mind Crit +2% Physical Power +6 (+2 eff.) Ignore resists +14% physical On-Hit (Melee): * 10% chance to slow global speed by 49% defense ------ Armor +13 Resistance +1% physical Physical save +13 (+4 eff.) Spell save +15 (+8 eff.) Mind save +13 (+6 eff.) other ------- Max stamina +20.00 Max hate +8.00 Infravision +3 A pair of boots made of leather. |
The Black Boots (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 other ------- Shadow Power +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
Ulyrin (20 def, 5 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Critical power +20.00% Damage +9% blight Ignore resists +5% physical Accuracy +5 (+1 eff.) When Hit 4 blight defense ------ Armor +5 Defense +20 (+4 eff.) Fatigue -7% Resistance +2% physical Physical save +8 (+2 eff.) Unlife -40.00 life other ------- Encumbrance +31 A pair of boots made of leather. |
fleetfooted pair of dwarven-steel boots (4 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego+] Master While equipped: Stats +4 Dex defense ------ Armor +4 Defense +4 (+1 eff.) Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots 'Betathra' (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Random Unique] Master While equipped: offense ------ Physical Crit +5.0% Critical power +5.00% Physical Power +4 (+1 eff.) Accuracy +10 (+2 eff.) Ignore Armor +5 defense ------ Armor +3 Fatigue -6% Resistance +6% cold Physical save +8 (+2 eff.) other ------- Encumbrance +22 Stamina/turn +0.30 Max stamina +12.00 A pair of boots made of leather. |
pair of rough leather boots 'Tularuihir' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +2 Str +1 Con offense ------ Move Speed +25% Ignore Armor +2 defense ------ Armor +1 Physical save +9 (+3 eff.) Unlife -60.00 life A pair of boots made of leather. |
wanderer's pair of dwarven-steel boots of tirelessness (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego+] Master While equipped: Stats +3 Cun +3 Con defense ------ Armor +4 Fatigue +3% Physical save +13 (+4 eff.) Mind save +13 (+6 eff.) other ------- Stamina/turn +0.60 Max stamina +18.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Porytira the dwarven-steel gauntlets (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Psionic While equipped: offense ------ Spell Crit +2% Damage +6% arcane Accuracy +12 (+2 eff.) defense ------ Armor +2 Fatigue +3% Physical save +7 (+2 eff.) Mind save +6 (+3 eff.) Disarm Resist +31% other ------- Stamina/turn +2.00 Max mana +100.00 Unarmed combat: Weapon Damage 123% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +8 Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On Hit: 10% Perfect Control level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Spellhunt Remnants (2 def, 3 armour)1.5 Encumbrance T2 hands armor [Unique] Disrupt/Master While equipped: Stats +4 Cun +4 Wil offense ------ Mind Crit +6% Mindpower +6 (+3 eff.) Damage +10% nature Ignore resists +10% nature defense ------ Armor +3 Defense +2 (+1 eff.) Spell save +6 (+3 eff.) Life +40.00 Unarmed combat: Weapon Damage 117% Range: 1.0x-1.4x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Ignore Armor +8 Critical Rate +6.0% Attack Speed 83% On-hit +12 silence Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
Stone Gauntlets of Harkor'Zun (0 def, 7 armour)7.0 Encumbrance T3 hands armor [Unique] Arcane While equipped: offense ------ Damage +10% acid +5% physical Ignore resists +15% acid +15% physical defense ------ Armor +7 Fatigue +10% Resistance +20% acid +10% physical Max Resistance +10% acid +5% physical other ------- Cooldown Clinch -2 Unarmed combat: Weapon Damage 132% Range: 1.0x-1.4x Uses 30% Dex, 60% Str, 30% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +5.0% Attack Speed 83% On-hit +10 acid On Hit: 10% Corrosive Mist level 1 On Hit: 20% Earthen Missiles level 3 Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
brawler's dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego+] Master While equipped: Stats +2 Str +6 Dex +3 Cun offense ------ Accuracy +15 (+3 eff.) defense ------ Armor +2 Fatigue +3% Physical save +6 (+2 eff.) other ------- Cooldown Double Strike -1 Unarmed combat: Weapon Damage 115% Range: 1.0x-1.4x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +12 Ignore Armor +9 Critical Rate +21.0% Attack Speed 83% On Hit: 10% Set Up level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
brawler's dwarven-steel gauntlets of the iron hand (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego++] Master While equipped: Stats +6 Str +3 Dex +3 Wil +2 Cun +3 Con defense ------ Armor +2 Fatigue +3% Physical save +8 (+2 eff.) Disarm Resist +27% other ------- Cooldown Double Strike -1 Masteries +0.20 Technique/Grappling Unarmed combat: Weapon Damage 123% Range: 1.0x-1.4x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +6 Ignore Armor +9 Critical Rate +14.0% Attack Speed 83% On Hit: 10% Disarm level 3 On Hit: 10% Set Up level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves 'Samegoldil' (25 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Arcane While equipped: Stats +2 Mag offense ------ Physical Crit +2.0% Critical power +10.00% Damage +6% arcane Ignore Armor +2 defense ------ Armor +2 Defense +25 (+5 eff.) Resistance +9% blight other ------- Psi when Hit +0.12 Unarmed combat: Weapon Damage 117% Range: 1.0x-1.1x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +9 arcane On-crit, radius 2 +8 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves of spellstriking (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil offense ------ Spellpower +6 (+3 eff.) On-Hit 7 arcane Damage +5% arcane defense ------ Armor +2 Resistance +5% arcane Unarmed combat: Weapon Damage 113% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +12 arcane On Hit: 10% Manathrust level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Chaloruidar (5 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +1 Cun +1 Wil defense ------ Armor +3 Defense +5 (+1 eff.) Fatigue +5% Resistance +6% mind +3% fire Physical save +11 (+3 eff.) Healmod +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Frozenquell the hardened leather cap (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +3 Cun +5 Str offense ------ Critical power +15.00% Ignore resists +25% cold defense ------ Armor +3 Fatigue +3% other ------- Psi when Hit +0.16 Hate-on-crit +2.00 A cap made of leather. |
Starwitch the dwarven-steel helm (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +5 Str offense ------ Damage +9% light defense ------ Armor +4 Fatigue +4% Resistance +9% acid +4% physical +5% arcane Mind save +9 (+5 eff.) other ------- Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Xerorinne the hardened leather cap (0 def, 3 armour)2.0 Encumbrance T3 head armor [Random Unique] Arcane/Master While equipped: Stats +5 Str +3 Dex +5 Mag +5 Wil +3 Cun offense ------ Spell Crit +2% Damage +10% blight +5% arcane Ignore Armor +5 defense ------ Armor +3 Fatigue +3% Resistance +9% blight +3% lightning Crit Resistance 5.00% Knockbk Resist +10% 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 882.8 Physical damage. If the attack hits, the target is confused (45% 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. |
bladed dwarven-steel helm of knowledge (0 def, 4 armour)3.0 Encumbrance T3 head armor [Ego++] Master/Psionic While equipped: Stats +4 Str +3 Wil +3 Cun offense ------ Mindpower +4 (+2 eff.) defense ------ Armor +4 Fatigue +4% 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 882.8 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Chillvault' (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +3 Dex +11 Wil +2 Con offense ------ Damage +15% cold defense ------ Armor +4 Fatigue +4% Resistance +11% blight +15% cold +5% arcane Crit Resistance 15.00% Mind save +11 (+5 eff.) other ------- Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding dwarven-steel helm of dexterity (+3) (0 def, 4 armour)3.0 Encumbrance T3 head armor [Ego] Nature/Master While equipped: Stats +3 Dex defense ------ Armor +4 Fatigue +4% Resistance +9% lightning +8% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating hardened leather cap of precognition (7 def, 3 armour)2.0 Encumbrance T3 head armor [Ego+] Nature/Master While equipped: Stats +4 Cun offense ------ Accuracy +6 (+1 eff.) When Hit: * 14% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +3 Defense +7 (+2 eff.) Fatigue +3% Resistance +7% fire +8% cold A cap made of leather. |
miner's hardened leather cap of strength (+2) (0 def, 6 armour)2.0 Encumbrance T3 head armor [Ego] Master While equipped: Stats +2 Str defense ------ Armor +6 Fatigue +3% other ------- Infravision +1 A cap made of leather. |
thaloren dwarven-steel helm of might (0 def, 4 armour)3.0 Encumbrance T3 head armor [Ego++] Master While equipped: Stats +3 Str +4 Wil +4 Con offense ------ Physical Power +4 (+1 eff.) defense ------ Armor +4 Fatigue +4% Resistance +7% blight Mind save +7 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
warlord's dwarven-steel helm of knowledge (0 def, 4 armour)3.0 Encumbrance T3 head armor [Ego++] Nature/Psionic While equipped: Stats +5 Str +9 Wil +4 Cun offense ------ Physical Power +8 (+2 eff.) Mindpower +5 (+2 eff.) defense ------ Armor +4 Fatigue +4% Resistance +8% physical Physical save +8 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather armour of clarity (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego] Psionic While equipped: defense ------ Armor +6 Defense +9 (+2 eff.) Fatigue +8% Resistance +7% mind Mind save +14 (+6 eff.) A suit of armour made of leather. |
Cyrowyn the dwarven-steel plate armour (0 def, 11 armour)17.0 Encumbrance T3 massive armor Reqs - Massive armour training [Rare] Nature While equipped: Stats +10 Dex offense ------ Physical Power +20 (+5 eff.) Ignore resists +20% physical Ignore Armor +3 defense ------ Armor +11 Fatigue +22% Resistance +3% physical Life Regen +4.90 other ------- Stamina/turn +1.40 Psi when Hit +0.20 A suit of armour made of metal plates. |
cleansing dwarven-steel plate armour of clarity (0 def, 11 armour)17.0 Encumbrance T3 massive armor Reqs - Massive armour training [Ego] Disrupt/Psionic While equipped: defense ------ Armor +11 Fatigue +22% Resistance +15% blight +14% nature +7% mind Mind save +18 (+8 eff.) A suit of armour made of metal plates. |
windwalling dwarven-steel shield of shrapnel (0 def, 6 armour, 79.5 block)7.0 Encumbrance T3 shield armor Reqs - Shield usage training [Ego++] Master/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Wil offense ------ On shield block: * Cause enemies within radius 6 to bleed for 284 physical damage over 5 turns (1/turn) defense ------ Armor +6 Fatigue +8% Resistance +13% physical Windwall +48 Slow Projectiles +19% other ------- Talents +1 Block Handheld deflection devices. |
deadly quiver of ash arrows of wind (22/22, 130% power, 7 apr)3.0 Encumbrance T2 arrow ammo [Ego] Nature/Master Weapon Damage 131% Range: 1.0x-1.4x Uses 50% Str, 70% Dex Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.5% Capacity 22 Projectile Speed +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 203 physical damage Arrows are used with bows to pierce your foes to death. |
flaming quiver of yew arrows (20/20, 140% power, 10 apr)3.0 Encumbrance T3 arrow ammo [Ego] Arcane Weapon Damage 140% Range: 1.0x-1.4x Uses 50% Str, 70% Dex Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +2.0% Capacity 20 On-Hit, radius 1 +12 fire Arrows are used with bows to pierce your foes to death. |
psychokinetic quiver of yew arrows of accuracy (22/22, 142% power, 10 apr)3.0 Encumbrance T3 arrow ammo [Ego+] Master/Psionic Weapon Damage 143% Range: 1.0x-1.4x Uses 50% Str, 70% Dex Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +8 Ignore Armor +10 Critical Rate +2.0% Capacity 22 On-ranged-hit +24 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 137 physical damage Arrows are used with bows to pierce your foes to death. |
quiver of elm arrows 'Eregar' (14/14, 108% power, 5 apr)3.0 Encumbrance T1 arrow ammo [Rare] Psionic Weapon Damage 108% Range: 1.0x-1.4x Uses 70% Dex, 50% Str Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +1.0% Capacity 14 On-ranged-hit +4 blight +12 physical On-crit, radius 2 +12 temporal On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to knock the target back 3 spaces and deal 137 physical damage Arrows are used with bows to pierce your foes to death. |
quiver of yew arrows 'Flowersting' (38/38, 154% power, 18 apr)3.0 Encumbrance T3 arrow ammo [Rare] Arcane Weapon Damage 154% Range: 1.0x-1.4x Uses 70% Dex, 50% Str Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +18 Critical Rate +2.0% Capacity 38 Auto Reload 3 On-ranged-hit +16 nature +20 mind On-Hit, radius 1 +4 mind On Hit: * 20% chance to slow global speed by 49% * 10% chance to reduce all saves and defense by 23 Arrows are used with bows to pierce your foes to death. |
8 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. |
447 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. |
10 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 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. |
6 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+2 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. |
15 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. |
19 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 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. |
dream-smith's dwarven-steel pickaxe (dig speed 15 turns)3.0 Encumbrance T3 digger tool [Ego+] Psionic While equipped: Stats +2 Str offense ------ Damage +5% mind +8% fire defense ------ Mind save +5 (+3 eff.) While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Bearerain' (dig speed 23 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +2 Str +4 Cun offense ------ Accuracy +6 (+1 eff.) When Hit 10 blight 6 temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +15% mind +6% blight other ------- Infravision +5 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 68 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
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. |
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. |
Forbidden Tome: "The Day It Came"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
3 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+0 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. |
3 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Cut Drem Arm2.0 Encumbrance T3 gross misc [Unique] Unknown While equipped: offense ------ When Hit 25 darkness defense ------ Disarm Resist +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
Wintertide Phial2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +2 Infravision +7 Cleanse your mind of up to 4 (based on Magic) detrimental mental effects. Uses 34 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
nightwalker's alchemist's lamp1.0 Encumbrance T3 lite [Ego+] Nature While equipped: Stats +4 Wil offense ------ Physical Crit +4.0% Critical power +12.00% Physical Power +7 (+2 eff.) other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
watchleader's alchemist's lamp of illusion1.0 Encumbrance T3 lite [Ego++] Master/Psionic While equipped: defense ------ Defense +8 (+2 eff.) Physical save +13 (+4 eff.) Spell save +12 (+6 eff.) Mind save +12 (+6 eff.) Blind Resist +27% Confus Resist +12% other ------- Light +8 See Stealth +5 See Invisibility +7 Track: Puts all charms on 34 turn cooldown Effective talent level: 2.0 Power cost 34 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 14 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Bladed Rift2.0 Encumbrance T5 misc tool [Unique] Arcane/Psionic While equipped: offense ------ Spellpower +10 (+5 eff.) Mindpower +10 (+5 eff.) On-Hit 25 phys.bleed Damage +10% temporal +5% physical When Hit 25 phys.bleed defense ------ Resistance +15% temporal Animate Blade: Effective talent level: 5.0 Power cost 13 out of 25/25. Range 10 Cooldown: 1 Travel.spd instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
9 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 392.40 fire damage (based on Magic). Uses 43 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 (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 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. |
Abyssshine the steel torque of mindblast [power 175] (13 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats +3 Str +4 Dex offense ------ Accuracy +30 (+6 eff.) When Hit 4 fire defense ------ Armor +4 Blast the opponent's mind dealing 175 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Zubumiwe the Morbustrail [power 265] (13 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: offense ------ Ignore resists +25% darkness +10% light +25% nature On-Hit (Melee): * 20% chance to slow global speed by 49% defense ------ Resistance +12% nature +9% light Project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 376 physical damage Puts all charms on 13 turn cooldown Torques are made by powerful psionics to store psionic powers. |
stralite torque of clear mind [power 3] (22 cooldown)2.0 Encumbrance T4 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 22 turn cooldown Torques are made by powerful psionics to store psionic powers. |
elm totem of summon tentacle [power 100] (22 cooldown)2.0 Encumbrance T1 totem charm [Ego] 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: 200 Base Damage: 111 Armor: 0 All Resist: 0 Puts all charms on 22 turn cooldown Natural totems are made by powerful wilders to store nature power. |
6 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. |
evasive elm wand of lightning storm [power 110] (13 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 26 lightning damage and will be dazed for 1 turn (133 total damage) Puts all charms on 13 turn cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
6 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. |
2 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
3 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Andari the Skeleton Archer level 34
49th Pyre 123rd year of Ascendancy at 05:10 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Andari the Skeleton Archer level 34
47th Pyre 123rd year of Ascendancy at 07:25 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Andari the Skeleton Archer level 23
36th Haze 122nd year of Ascendancy at 16:26 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Andari the Skeleton Archer level 9
4th Flare 122nd year of Ascendancy at 12:35 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun.By Andari the Skeleton Archer level 17
62nd Dusk 122nd year of Ascendancy at 07:45 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Andari the Skeleton Archer level 18
63rd Dusk 122nd year of Ascendancy at 11:21 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Andari the Skeleton Archer level 23
11st Haze 122nd year of Ascendancy at 23:05 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Andari the Skeleton Archer level 24
55th Haze 122nd year of Ascendancy at 18:43 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Andari the Skeleton Archer level 10
10th Flare 122nd year of Ascendancy at 11:38 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Andari the Skeleton Archer level 20
66th Dusk 122nd year of Ascendancy at 04:46 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Andari the Skeleton Archer level 30
72nd Regrowth 123rd year of Ascendancy at 17:36 see stats
Poisonous (Nightmare (Adventure) difficulty)
Sided with the assassin lord.By Andari the Skeleton Archer level 24
40th Haze 122nd year of Ascendancy at 04:19 see stats
Savior of the damsels in distress (Nightmare (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Andari the Skeleton Archer level 26
2nd Regrowth 123rd year of Ascendancy at 01:35 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Andari the Skeleton Archer level 33
46th Pyre 123rd year of Ascendancy at 17:41 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Andari the Skeleton Archer level 26
1st Regrowth 123rd year of Ascendancy at 12:55 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Andari the Skeleton Archer level 8
10th Mirth 122nd year of Ascendancy at 00:26 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Andari the Skeleton Archer level 15
43rd Dusk 122nd year of Ascendancy at 17:48 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Andari the Skeleton Archer level 24
62nd Haze 122nd year of Ascendancy at 01:51 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Andari the Skeleton Archer level 27
13rd Regrowth 123rd year of Ascendancy at 03:17 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Andari the Skeleton Archer level 18
63rd Dusk 122nd year of Ascendancy at 01:50 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Andari the Skeleton Archer level 33
46th Pyre 123rd year of Ascendancy at 10:10 see stats
Log
Andari's Headshot hits Xanotta the forest troll for 1595 physical damage.
Andari's Headshot killed Xanotta the forest troll!
Ran for 2 turns (stop reason: taken damage).
Talent Track is ready to use.
Decrepitude Disease from Xanotta the forest troll hits Andari for 31 blight damage.
Ran for 2 turns (stop reason: taken damage).
Talent Steady Shot is ready to use.
Decrepitude Disease from Xanotta the forest troll hits Andari for 31 blight damage.
Andari picks up (4.): Betaba the Ichorquencher (120% power, 4 apr, fire element).
You pickup 0.70 gold pieces.
Andari picks up ( .): fleetfooted pair of dwarven-steel boots (4 def, 4 armour).
Andari slows down.
Talent Fragmentation Shot is ready to use.
Decrepitude Disease from Xanotta the forest troll hits Andari for 31 blight damage.
You pickup 0.55 gold pieces.
Talent Pin Down is ready to use.
Decrepitude Disease from Xanotta the forest troll hits Andari for 31 blight damage.
Andari is free from the decrepitude disease.
Talent Rune: Shielding is ready to use.
Talent Concealment is ready to use.
Andari activates Concealment.
Andari picks up ( .): Cyrowyn the dwarven-steel plate armour (0 def, 11 armour).
You pickup 1.65 gold pieces.




















































































































































