











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. 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! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Arcane Blade |
| Level / Exp | 50 / 314% |
| Size | big |
| Lifes / Deaths | Killed by Elulravea the orc blood mage at level 50 on the 57th Dusk 123rd year of Ascendancy at 20:28 / 2Killed by Yvurithra the orc necromancer at level 50 on the 57th Dusk 123rd year of Ascendancy at 20:31 |
Primary Stats
| Strength | 91 (base 19) |
| Dexterity | 78 (base 19) |
| Constitution | 101 (base 61) |
| Magic | 160 (base 66) |
| Willpower | 78 (base 7) |
| Cunning | 161 (base 60) |
Resources
| Life | -105/1693 |
| Mana | 862/862 |
| Stamina | 435/435 |
| Steam | 100/100 |
| Healing Factor | 1.7536838012659 |
| Regeneration | 53.048934988293 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -1.9317880628478E-12% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 5 |
| See Stealth | 53.841688756957 |
| See Invisible | 53.841688756957 |
Offense: Mainhand
| Damage | 173 |
| Accuracy | 74 |
| Crit Chance | 92% |
| APR | 38 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 68 |
| Accuracy | 74 |
| Crit Chance | 77% |
| APR | 21 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 107 |
| Crit Chance | 68% |
| Speed | 1 |
Offense: Mind
| Mindpower | 64 |
| Crit Chance | 66% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +47% |
| Lightning | +84% |
| Nature | +12% |
| Temporal | +37% |
| Fire | +77% |
| Arcane | +82% |
| Cold | +74% |
| All | 0% |
Offense: Damage Penetration
| Acid | +10% |
| Physical | +10% |
| Arcane | +29% |
| Fire | +44% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 27.000000000003 (35.65183292883%) |
| Defense | 66 |
| Ranged Defense | 66 |
| Fatigue | 0 |
| Physical Save | 50 |
| Spell Save | 51 |
| Mental Save | 59 |
Defense: Resistances
| Acid | + 44%( 70%) |
| Arcane | + 32%( 70%) |
| Cold | + 67%( 70%) |
| All | + 23%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 38%( 70%) |
| Temporal | + 45%( 70%) |
| Fire | + 70%( 70%) |
| Darkness | + 35%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Teleport Resistance | 20% |
| Confusion Resistance | 34% |
| Pinning Resistance | 35% |
| Disarm Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 and reflecting at most 900 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 240 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1581% for 10 turns (411 total) and instantly restoring 79 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 880% 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. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 244% efficiency and cooldown mod of 77%. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Enhancement | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Magical combat | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Dual techniques | 1.00 |
| 2/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Staff combat | 1.20 |
| 1/5 |
| 4/5 |
| 1/5 |
| 2/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Physics | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 2/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 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 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 |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by Islesevena the fire wyrm. Escort: injured seer (level 1 of Daikara) | failed |
You successfully escorted the injured seer to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Scintillating Caves. Escort: lone alchemist (level 3 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by Xebrekira the spitting spider. Escort: lost defiler (level 4 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)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 Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | 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 Misdirection (+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 Shardskin. * 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 fire 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 |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 152. | 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 |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have sided with Ukllmswwik and killed Slasul. | 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 within | active |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | 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* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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 | Vorymitira the pair of drakeskin leather boots (0 def, 5 armour)2.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master While equipped: offense ------ Spellpower +25 (+4 eff.) Ignore resists +10% physical defense ------ Armor +5 Fatigue -8% Resistance +12% lightning Crit Resistance 5.00% Physical save +11 (+4 eff.) Mind save +3 (+1 eff.) Confus Resist +10% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Encumbrance +50 A pair of boots made of leather. |
| Light source | Eldritch Pearl0.0 Encumbrance lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck offense ------ Physical Power +12 (+2 eff.) Spellpower +12 (+2 eff.) other ------- Light +6 Breathe water Tidal Wave: Effective talent level: 4.0 Power cost 68 out of 150/150. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 5, doing 90.37 cold damage and 76.35 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 8 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
| On head | Oozeseam the voratun helm (22 def, 9 armour) 3.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +5 Str +20 Cun +7 Con offense ------ Physical Crit +2.0% Physical Power +41 (+7 eff.) Damage +12% nature Accuracy +12 (+2 eff.) When Hit: * 19% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +9 Defense +22 (+6 eff.) Fatigue +5% Resistance +15% lightning +15% temporal +6% arcane Mind save +15 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Sunwrecker (0 def, 3 armour) 1.5 Encumbrance T4 hands armor [Random Unique] Nature/Master While equipped: Stats +5 Str +14 Dex +14 Cun offense ------ On-Hit 14 cold 15 fire Damage +10% fire +24% arcane +7% cold Ignore resists +10% fire Accuracy +10 (+2 eff.) Ignore Armor +12 When Hit 8 arcane On-Hit (Melee): * 24% chance to reduce armor by 52% defense ------ Armor +3 Fatigue +5% Resistance +10% fire +6% arcane +10% cold Physical save +15 (+5 eff.) Disarm Resist +100% other ------- Talents +5 Iron Grip Cooldown Double Strike -1 Unarmed combat: Weapon Damage 137% Range: 1.0x-1.4x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +23 Ignore Armor +25 Critical Rate +19.0% Attack Speed 83% On-crit, radius 2 +14 ice +13 fire On Hit: 10% Ice Breath level 5 On Hit: 15% Perfect Strike level 5 On Hit: 10% Fire Breath level 5 On Hit: 10% Set Up level 5 Steady Shot: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Burn's kiss the dragonbone totem of healing [power 560] (13 cooldown)2.0 Encumbrance T5 totem charm [Rare] Nature While equipped: offense ------ Mind Crit +7% Critical power +23.24% Damage +21% arcane +18% fire Ignore resists +29% arcane +29% fire other ------- Max hate +10.00 Heal yourself and all friendly characters within 10 spaces for 560 Puts all charms on 13 turn cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Duryhad0.1 Encumbrance T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +12 Mag +19 Wil offense ------ Mind Crit +3% Spellpower +17 (+3 eff.) Mindpower +10 (+3 eff.) defense ------ Life +29.00 Disarm Resist +28% Pinning Resist +35% Knockbk Resist +20% Rings make your fingers look great! |
| On fingers | Wheel of Fate0.1 Encumbrance T4 ring jewelry [Unique] Arcane While equipped: offense ------ Damage +17% lightning Ignore resists +5% fire When Hit 2 mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 37 defense ------ Resistance +34% lightning +6% darkness +9% acid Life +148.00 Life Regen +30.00 Healmod +25% Knockbk Resist +20% Can be unequipped or rerolled. 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? |
| Around neck | voratun amulet 'Sleetdash'0.1 Encumbrance T5 amulet jewelry [Rare] Arcane While equipped: Stats +6 Mag offense ------ Mind Crit +8% Mindpower +10 (+3 eff.) Spellpower/crit +6 Damage +30% cold When Hit 8 darkness defense ------ Resistance +12% cold Mind save +18 (+5 eff.) other ------- Mana/turn +0.60 Max mana +51.00 Amulets make your neck look great! |
| In main hand | magewarrior's short dragonbone magestaff of the prodigy (136% power, 26 apr, lightning element) 5.0 Encumbrance T5 staff 1H weapon [Ego++] Arcane/Master Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +26 Critical Rate +25.0% Attack Speed 100% Damage Against +0% Undead +0% Demon +0% Horror While equipped: Stats +11 Mag +15 Wil +11 Cun offense ------ Physical Crit +6.0% Spell Crit +8% Physical Power +7 (+2 eff.) Spellpower +22 (+4 eff.) Spellpower/crit +9 Damage +30% lightning Accuracy +9 (+1 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Glorureda the Ashbreaker 1.0 Encumbrance T5 belt armor [Random Unique] Nature/Master While equipped: offense ------ Physical Power +11 (+2 eff.) Damage +12% fire defense ------ Armor +6 Defense +10 (+3 eff.) Fatigue -20% Resistance +13% lightning +14% temporal +29% cold +12% acid +28% fire Spell save +11 (+3 eff.) Confus Resist +24% other ------- Encumbrance +50 Size +1 A belt that goes around your waist. |
| In off hand | Chillhack (146% power, 9 apr) 1.0 Encumbrance T5 dagger 1H weapon [Random Unique] Nature/Master Weapon Damage 147% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% Damage Against +35% Undead +35% Demon +35% Horror On Hit: * 20% chance to gain 10% of a turn (3/turn limit) On Critical: * Wound the target dealing 365 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +24 Str +9 Dex +11 Mag +11 Wil +13 Cun +12 Con offense ------ Physical Crit +12.0% Physical Power +12 (+2 eff.) Damage +10% physical Ignore resists +10% acid Accuracy +15 (+3 eff.) On-Hit (Melee): * 20% chance to reduce armor by 52% defense ------ Resistance +6% acid +6% cold Sharp, short and deadly. |
| Cloak | Aerysenor (10 def, 4 armour) 2.0 Encumbrance T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +2 Str +2 Wil +4 Con offense ------ Accuracy +34 (+6 eff.) defense ------ Armor +4 Defense +10 (+3 eff.) Fatigue -8% Resistance +30% lightning +25% fire +20% light +9% darkness Crit Resistance 5.00% Stealth +11 Life +109.00 Stun Resist +50% Teleport Resist +20% other ------- Max stamina +18.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Galen's Flowing Robe (0 def, 0 armour) 2.0 Encumbrance T5 cloth armor [Unique] Arcane While equipped: Stats +10 Str +10 Dex +17 Mag +17 Wil +17 Cun +10 Con offense ------ Spell Crit +12% Spellpower +35 (+6 eff.) Damage +37% lightning +37% temporal +37% cold +37% fire +37% arcane +37% physical defense ------ Resistance +15% all other ------- Mana/turn +2.00 Max mana +77.00 Masteries +0.10 Spell/Occult technomancy +0.10 Spell/Galvanic technomancy +0.10 Spell/Terrene technomancy 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! |
Inventory
medical injector implant of the psychic (efficiency 198% / cooldown 79%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 198% efficiency and cooldown mod of 79%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Primal Infusion (affinity 18%; reduction 3; dur 4; cd 18)0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 18% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the titan (heal 242; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 242 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. |
healing infusion of the wizard (heal 363; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 363 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the duelist (die at -595; dur 7; cd 25)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 25 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -595 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1189 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
heroism infusion of the wizard (die at -845; dur 8; cd 30)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 30 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -845 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1690 life, 16 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the duelist (speed 688%; cd 9)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 688% 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 Dexterity 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 wizard (heal 742; 14 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 742 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 701; 15 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 701 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 18%; mental, physical; dur 3; cd 16)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 18% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 19%; mental, magical; dur 3; 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 19% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 34%; mental, magical; dur 2; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 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 34% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 39%; mental, magical; dur 2; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 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 39% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 34%; physical; dur 4; cd 16)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 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 34% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 of the warrior (res 35%; mental, magical; dur 4; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 35% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 of the warrior (res 37%; mental, physical; dur 2; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 37% for 2 turns. Also removes cross-tier effects of the affected types for free. 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 of the wizard (res 48%; magical; dur 2; 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 cure yourself of one random magical effect and reduce all damage taken by 48% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; fire, physical, light, nature)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 fire, 2 physical, 5 light, 4 nature Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 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. |
ethereal rune of the warrior (power 31; resist 42%; move 69%; dur 5; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 42% all resistance, you move 69% faster, and you are invisible (power 31). Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 168; 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 168 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 136; cd 19)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 19 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 218; 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 218 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 232; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 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 232 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 191; dur 5; cd 14)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 191 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 392; dur 5; cd 17)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 392 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 528; dur 4; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 528 damage for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 660; dur 5; 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 660 damage for 5 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. |
shielding rune of the titan (absorb 687; dur 5; 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 687 damage for 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the titan (absorb 502; dur 5; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 502 damage for 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the titan (absorb 404; 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 create a protective shield absorbing at most 404 damage for 4 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 533; dur 5; 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 create a protective shield absorbing at most 533 damage for 5 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. |
shielding rune of the warrior (absorb 504; dur 4; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 504 damage for 4 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. |
shielding rune of the warrior (absorb 325; dur 4; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 325 damage for 4 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 of the sneak (threshold 43; blocks 8; dur 4; cd 13)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 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 43 up to 8 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. |
stormshield rune of the sneak (threshold 27; blocks 7; dur 4; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 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 7 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. |
4 schematic: Acid Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Air Recycler0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Antimagic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Deflection Field0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Explosive Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Focus Lens0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Frost Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal Web0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Hand Cannon0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Incendiary Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Itching Powder0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Lightning Coil0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Mana Coil0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Mental Stimulator0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Moss Tread0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Pain Suppressor Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Poison Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Power Distributor0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Razor Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rocket Boots0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Projector0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Second Skin0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spike Attachment0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Steamgun0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Steamsaw0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Toxic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Unstoppable Force Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Viral Injector0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Needlegun0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Water Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Waterproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Winterchill Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Taint of Purging (5 turns)0.1 Encumbrance T3 taint scroll [Unique] Arcane When inscribed on your body: Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the taint to purge your body of physical afflictions for 5 turns. Each turn the purge will attempt to cleanse 1 physical debuff from you, and if one is removed, increase its duration by 1. Inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
Adelranor0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: Stats +5 Con offense ------ Damage +6% physical defense ------ Defense +20 (+5 eff.) Fatigue -6% Resistance +12% darkness +9% fire Life Regen +2.00 other ------- Max stamina +20.00 Amulets make your neck look great! |
Ameremnir0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: Stats +5 Mag +4 Wil offense ------ Critical power +20.00% defense ------ Armor +4 Physical save +15 (+5 eff.) Spell save +16 (+5 eff.) Mind save +13 (+3 eff.) Amulets make your neck look great! |
Araharagorn the Dazzledare0.1 Encumbrance T4 amulet jewelry [Random Unique] Arcane/Nature/Psionic While equipped: Stats +6 Wil +4 Mag offense ------ Mindpower +11 (+3 eff.) Spellpower/crit +5 Ignore resists +10% light defense ------ Resistance +6% fire +2% physical Mind save +9 (+2 eff.) Unlife -40.00 life Healmod +20% Cut Resist +60% Confus Resist +18% Knockbk Resist +10% other ------- Mana/turn +0.23 Max mana +40.00 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 256 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Choker of Dread0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+1 eff.) defense ------ Blind Resist +100% other ------- See Invisibility +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 51 power out of 60/60 The evilness of undeath radiates from this amulet. |
Coalpython0.1 Encumbrance T2 amulet jewelry [Rare] Arcane While equipped: Stats +9 Mag +2 Cun +10 Con offense ------ When Hit 4 darkness other ------- Light +2 Infravision +3 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. |
Fiery Choker0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun offense ------ Spell Crit +8% Spellpower +7 (+1 eff.) Damage +10% fire -5% cold defense ------ Resistance +20% fire -20% cold Affinity +30% fire Blind Resist +40% On Spell Hit: 10% Volcano level 3 A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
Islydama0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +5 Con offense ------ Spell Crit +8% Spellpower +15 (+3 eff.) Damage +21% arcane other ------- Mana-on-crit +2.00 Max vim +20.00 Amulets make your neck look great! |
Poravena0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +6 Cun offense ------ Critical power +15.00% Physical Power +9 (+2 eff.) Combat Speed +10% Damage +9% arcane +9% physical Accuracy +9 (+1 eff.) Ignore Armor +17 When Hit 8 arcane defense ------ Resistance +5% arcane Amulets make your neck look great! |
The Black Core0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Unflinching Eye0.1 Encumbrance T4 amulet jewelry [Unique] Arcane/Psionic While equipped: defense ------ Resistance -25% light Max Resistance -25% light Blind Resist +100% Confus Resist +50% other ------- Infravision +3 Telepathy Horror Telepath range +10 Arcane Eye: (Instant) Effective talent level: 2.0 Power cost 51 out of 60/60. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 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... |
copper amulet of manastreaming0.1 Encumbrance T1 amulet jewelry [Ego+] Arcane While equipped: Stats +2 Mag offense ------ Spellpower/crit +3 other ------- Mana/turn +0.12 Max mana +22.00 Amulets make your neck look great! |
grounding gold amulet of cunning (+5)0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +5 Cun defense ------ Resistance +19% lightning Stun Resist +26% Amulets make your neck look great! |
insulating copper amulet of magic (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag defense ------ Resistance +10% fire +12% cold Amulets make your neck look great! |
savior's gold amulet of magic (+4)0.1 Encumbrance T3 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +4 Mag defense ------ Physical save +12 (+4 eff.) Spell save +16 (+5 eff.) Mind save +12 (+3 eff.) Amulets make your neck look great! |
stabilizing steel amulet of cunning (+3)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun defense ------ Resistance +12% temporal Pinning Resist +20% Knockbk Resist +25% Amulets make your neck look great! |
steel amulet 'Sootglean'0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: Stats +4 Con offense ------ Physical Crit +2.0% Damage +12% fire On-Hit (Melee): * 20% chance to reduce damage dealt by 30% defense ------ Resistance +3% darkness +6% fire Unlife -80.00 life other ------- Stamina/turn +3.00 Masteries +0.20 Technique/Superiority Amulets make your neck look great! |
steel amulet of vision0.1 Encumbrance T2 amulet jewelry [Ego+] Nature While equipped: defense ------ Blind Resist +10% other ------- Infravision +3 Sight +2 See Invisibility +6 Amulets make your neck look great! |
warrior's copper amulet of strength (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str defense ------ Resistance +5% physical other ------- Stamina/turn +0.30 Amulets make your neck look great! |
Orb of Many Ways1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Bethemina0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +8 Cun +16 Dex offense ------ Damage +14% light +3% arcane Ignore resists +20% blight +15% arcane Accuracy +22 (+4 eff.) When Hit 4 arcane defense ------ Resistance +28% light +5% arcane Rings make your fingers look great! |
Bleakschism the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +3 Con offense ------ Mind Crit +1% Ignore resists +10% fire On-Hit (Melee): * 10% chance to reduce damage dealt by 30% defense ------ Resistance +9% darkness Physical save +6 (+2 eff.) other ------- EQ when Hit +0.04 Rings make your fingers look great! |
Brodudig the Ebonybrawn0.1 Encumbrance T3 ring jewelry [Rare] Arcane While equipped: offense ------ Spell Crit +3% Critical power +20.00% Physical Power +10 (+2 eff.) Spellpower +17 (+3 eff.) Mindpower +11 (+3 eff.) Ignore resists +10% darkness +25% arcane When Hit 10 darkness defense ------ Spell save +6 (+2 eff.) Rings make your fingers look great! |
Chargewarden the steel ring0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +3 Con offense ------ Damage +12% blight Ignore resists +20% lightning When Hit 6 blight defense ------ Resistance +15% lightning +15% blight Spell save +13 (+4 eff.) other ------- Max stamina +16.00 Light +3 Rings make your fingers look great! |
Elemental Fury0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Flarelord the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +5 Cun +5 Dex offense ------ Critical power +5.00% Damage +3% acid Ignore resists +5% fire Accuracy +6 (+1 eff.) Ignore Armor +2 defense ------ Unlife -60.00 life other ------- Stamina/turn +2.00 Rings make your fingers look great! |
Glukira0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +5 Cun offense ------ Mind Crit +8% defense ------ Defense +10 (+3 eff.) Resistance +12% blight Crit Resistance 15.00% Life +60.00 Disease Resist +20% Teleport Resist +20% Rings make your fingers look great! |
Guniyagen the Rainguile0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: offense ------ Damage +13% nature +12% cold Ignore resists +15% light +10% cold Accuracy +10 (+2 eff.) Ignore Armor +11 defense ------ Defense +11 (+3 eff.) Resistance +26% nature Blind Resist +25% other ------- Light +2 Infravision +4 See Stealth +9 See Invisibility +5 Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.0 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Mimalen0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: Stats +2 Str +2 Dex offense ------ Ignore resists +15% physical defense ------ Armor +12 Resistance +28% acid +2% physical +17% cold +18% fire +16% lightning Physical save +12 (+4 eff.) other ------- Max stamina +30.00 Rings make your fingers look great! |
Nightsong0.1 Encumbrance T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun offense ------ Damage +10% darkness defense ------ Defense +6 (+2 eff.) Fatigue -7% Mind save +13 (+3 eff.) other ------- Max stamina +25.00 Cooldown Shadowstep -1 Shadowstep: Effective talent level: 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. |
Ring of the Dead0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+4 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Unlife -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Turylesus the Staroozer0.1 Encumbrance T4 ring jewelry [Rare] Psionic While equipped: offense ------ Damage +18% mind defense ------ Resistance +6% light Mind save +13 (+3 eff.) Healmod +10% Blind Resist +10% Cut Resist +20% Confus Resist +64% Teleport Resist +10% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Rings make your fingers look great! |
Umbrasage the steel ring0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +6 Str +3 Dex +3 Wil offense ------ When Hit 8 darkness defense ------ Armor +12 Resistance +6% cold +5% arcane +12% light Spell save +15 (+5 eff.) other ------- Infravision +3 Rings make your fingers look great! |
Writhing Ring of the Hunter0.1 Encumbrance T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
conjurer's gold ring of tenacity0.1 Encumbrance T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Mag +6 Wil offense ------ Spellpower +5 (+1 eff.) defense ------ Life +20.00 Disarm Resist +23% Pinning Resist +24% Knockbk Resist +23% Rings make your fingers look great! |
conjurer's steel ring0.1 Encumbrance T2 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil offense ------ Spellpower +6 (+1 eff.) Rings make your fingers look great! |
copper agate ring0.1 Encumbrance T1 ring jewelry [Ego++] Nature/Master While equipped: Stats +1 Str +5 Dex +1 Mag +1 Wil +5 Cun +1 Con offense ------ Accuracy +6 (+1 eff.) defense ------ Life +41.00 Life Regen +5.00 Healmod +11% Rings make your fingers look great! |
copper ring0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
gladiator's gold ring0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: Stats +5 Str +4 Con offense ------ Physical Power +7 (+2 eff.) Rings make your fingers look great! |
gladiator's stralite ring of misery0.1 Encumbrance T4 ring jewelry [Ego++] Master/Psionic While equipped: Stats +7 Str +6 Cun +6 Con offense ------ Physical Power +10 (+2 eff.) On-Hit 17 physical On-Ranged-Hit 23 physical On-Hit (Melee): * 14% chance to reduce all saves and defense by 37 On-Hit (Ranged): * 15% chance to reduce all saves and defense by 37 other ------- Hate-on-crit +2.00 Max hate +9.00 Bleeding Edge: 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: 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! |
gold ring of speed0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: offense ------ Move Speed +16% Accuracy +11 (+2 eff.) defense ------ Defense +8 (+2 eff.) Blinding Speed: Puts all charms on 34 turn cooldown Effective talent level: 4.0 Power cost 34 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! |
mule's copper ring of corrosion (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +10% acid defense ------ Fatigue -4% Resistance +20% acid other ------- Encumbrance +21 Rings make your fingers look great! |
painweaver's copper ring of life0.1 Encumbrance T1 ring jewelry [Ego++] Nature/Master While equipped: offense ------ Physical Power +7 (+2 eff.) Spellpower +6 (+1 eff.) Mindpower +6 (+2 eff.) Damage +5% all defense ------ Life +47.00 Life Regen +7.00 Healmod +11% Rings make your fingers look great! |
pixie's gold ring of luminosity0.1 Encumbrance T3 ring jewelry [Ego++] Arcane While equipped: Stats +4 Cun +4 Mag offense ------ Spellpower +7 (+1 eff.) On-Hit 10 light On-Ranged-Hit 13 light Damage +12% light Rings make your fingers look great! |
pixie's voratun ring0.1 Encumbrance T5 ring jewelry [Ego+] Arcane While equipped: Stats +6 Cun +7 Mag offense ------ Spellpower +15 (+3 eff.) Rings make your fingers look great! |
psionicist's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil defense ------ Mind save +4 (+1 eff.) Rings make your fingers look great! |
psionicist's copper ring of darkness (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Wil offense ------ Damage +10% darkness defense ------ Resistance +20% darkness Mind save +4 (+1 eff.) Rings make your fingers look great! |
psionicist's copper ring of power0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil offense ------ Physical Power +6 (+1 eff.) Spellpower +7 (+1 eff.) Mindpower +6 (+2 eff.) defense ------ Mind save +6 (+2 eff.) Rings make your fingers look great! |
steel onyx ring0.1 Encumbrance T2 ring jewelry [Ego+] Arcane While equipped: Stats +3 Str +3 Dex +8 Mag +8 Wil +3 Cun +3 Con offense ------ Spellpower +8 (+1 eff.) Rings make your fingers look great! |
steel opal ring0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +4 Con defense ------ Spell save +12 (+4 eff.) other ------- Max stamina +10.00 Rings make your fingers look great! |
steel quartz ring0.1 Encumbrance T2 ring jewelry [Ego+] Arcane While equipped: Stats +3 Mag offense ------ On-Hit 17 light On-Ranged-Hit 10 light Damage +12% light defense ------ Stun Resist +30% Rings make your fingers look great! |
steel ring 'Silymitira'0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +4 Str defense ------ Armor +8 Resistance +6% temporal Life +40.00 Blind Resist +10% Silence Resist +20% Teleport Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Rings make your fingers look great! |
stralite amber ring0.1 Encumbrance T4 ring jewelry [Ego+] Master While equipped: offense ------ Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Accuracy +14 (+2 eff.) Ignore Armor +14 defense ------ Defense +13 (+3 eff.) Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.0 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
titan's steel ring of the mind (+10%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Con offense ------ Damage +10% mind defense ------ Resistance +10% mind Physical save +4 (+2 eff.) Rings make your fingers look great! |
warrior's copper ring of blight (+11%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str offense ------ Damage +11% blight defense ------ Armor +6 Resistance +11% blight Rings make your fingers look great! |
wizard's gold ring of misery0.1 Encumbrance T3 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +3 Cun +4 Mag offense ------ On-Hit 8 physical On-Ranged-Hit 11 physical On-Hit (Melee): * 13% chance to reduce all saves and defense by 37 On-Hit (Ranged): * 11% chance to reduce all saves and defense by 37 defense ------ Spell save +8 (+2 eff.) other ------- Hate-on-crit +1.00 Max hate +10.00 Bleeding Edge: 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: 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! |
Blastbreak the voratun dagger (148% power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Rare] Arcane Weapon Damage 148% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +20 light Damage Against +28% Undead While equipped: offense ------ Damage +3% lightning defense ------ Resistance +6% blight +6% fire Poison Resist +20% Disease Resist +20% Silence Resist +20% Pinning Resist +20% Stun Resist +20% Sharp, short and deadly. |
dwarven-steel dagger 'Emamiwyn' (117% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Random Unique] Nature/Master Weapon Damage 117% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +7 Con +9 Wil offense ------ Physical Crit +8.0% Ignore resists +7% physical Accuracy +9 (+1 eff.) Ignore Armor +5 defense ------ Defense +5 (+1 eff.) Resistance +9% temporal Life +19.00 Knockbk Resist +20% Teleport Resist +10% Sharp, short and deadly. |
enhanced voratun dagger of shearing (148% power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Ego++] Nature/Master Weapon Damage 149% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% While equipped: Stats +8 Str +10 Dex +9 Mag +3 Wil +11 Cun +9 Con offense ------ Ignore resists +5% all Accuracy +9 (+1 eff.) Ignore Armor +9 Sharp, short and deadly. |
enhanced voratun dagger of torment (144% power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Ego++] Nature/Psionic Weapon Damage 145% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +11 Str +7 Dex +7 Mag +3 Wil +8 Cun +8 Con Sharp, short and deadly. |
Telos's Staff (Bottom Half)5.0 Encumbrance staff 1H weapon [Unique] Arcane A part of set. Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Attack Speed 100% While equipped: Stats +4 Mag offense ------ Spell Crit +8% Critical power +20.00% Damage +20% acid +20% cold defense ------ Mind save +8 (+2 eff.) Confus Resist +20% other ------- Max mana +50.00 The bottom part of Telos' broken staff. |
Telos's Staff (Top Half) (143% power, 0 apr, cold element)2.5 Encumbrance T5 staff 1H weapon [Unique] Arcane A part of set. Weapon Damage 144% Range: 1.0x-1.2x Uses 100% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +1.5% Attack Speed 100% While equipped: Stats +5 Wil offense ------ Spell Crit +15% Spellpower +30 (+5 eff.) Damage +35% cold defense ------ Mind save +8 (+2 eff.) other ------- Talents +1 Command Staff The top part of Telos' broken staff. |
magewarrior's short dragonbone magestaff of invocation (136% power, 6 apr, arcane element)5.0 Encumbrance T5 staff 1H weapon [Ego++] Arcane/Master Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Physical Crit +6.0% Spell Crit +8% Physical Power +11 (+2 eff.) Spellpower +33 (+6 eff.) Spellpower/crit +9 Damage +30% arcane Accuracy +10 (+2 eff.) other ------- Talents +1 Command Staff Conjure elemental energy in a radius 10 cone, dealing 172.62 to 207.14 arcane damage Puts all charms on 7 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short yew magestaff of greater warding (120% power, 4 apr, lightning element)5.0 Encumbrance T3 staff 1H weapon [Ego++] Arcane/Master Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Physical Crit +7.0% Spell Crit +5% Physical Power +7 (+2 eff.) Spellpower +15 (+3 eff.) Damage +20% lightning Accuracy +8 (+1 eff.) defense ------ Armor +8 Defense +8 (+2 eff.) other ------- Wards +3 lightning Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short yew magestaff of invocation (120% power, 4 apr, arcane element)5.0 Encumbrance T3 staff 1H weapon [Ego++] Arcane/Master Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Physical Crit +6.0% Spell Crit +6% Physical Power +7 (+2 eff.) Spellpower +23 (+4 eff.) Spellpower/crit +7 Damage +20% arcane Accuracy +5 (+1 eff.) other ------- Talents +1 Command Staff Conjure elemental energy in a radius 6 cone, dealing 151.79 to 182.14 arcane damage Puts all charms on 7 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
yew starstaff 'Murkwitch' (120% power, 4 apr, lightning element)5.0 Encumbrance T3 staff 1H weapon [Random Unique] Nature/Master Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +10% Critical power +12.00% Spellpower +9 (+2 eff.) Damage +3% darkness +20% lightning Ignore resists +5% darkness defense ------ Defense +7 (+2 eff.) Resistance +6% lightning +3% fire +3% darkness other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 181.08 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Blizzardbile the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +4 Mag offense ------ Mindpower +5 (+2 eff.) defense ------ Resistance +3% cold Mind save +6 (+2 eff.) Life Regen +0.70 Healmod +11% A belt that goes around your waist. |
Cuthogrim the Shockstoker1.0 Encumbrance T3 belt armor [Random Unique] Nature/Master While equipped: offense ------ Physical Power +4 (+1 eff.) Damage +15% mind +10% physical Ignore resists +25% lightning +11% physical When Hit 2 mind defense ------ Resistance +6% lightning Spell save +9 (+3 eff.) Life +38.00 other ------- Size +1 A belt that goes around your waist. |
Cyroselrada the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +7 Mag +2 Wil +1 Cun defense ------ Resistance +3% acid Life +34.00 A belt that goes around your waist. |
Isserosus1.0 Encumbrance T3 belt armor [Rare] Master While equipped: offense ------ Physical Power +4 (+1 eff.) defense ------ Resistance +5% arcane Spell save +9 (+3 eff.) Unlife -40.00 life Healmod +5% Blind Resist +20% Poison Resist +20% Disease Resist +10% Cut Resist +20% other ------- Size +1 A belt that goes around your waist. |
Layariatha the hardened leather belt1.0 Encumbrance T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +4 Con offense ------ Physical Crit +5.0% Critical power +10.00% Physical Power +4 (+1 eff.) Spellpower +7 (+1 eff.) defense ------ Fatigue -7% Mind save +10 (+3 eff.) other ------- Encumbrance +29 Mana-on-crit +2.00 Vim-on-crit +2.00 Light +3 A belt that goes around your waist. |
Morningquell the hardened leather belt1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +3 Con offense ------ Mindpower +6 (+2 eff.) Ignore resists +5% lightning When Hit 8 cold defense ------ Resistance +12% light +9% lightning Mind save +9 (+2 eff.) other ------- Light +3 A belt that goes around your waist. |
Siluna1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +8 Wil +6 Cun +1 Con offense ------ Against +18% Summoned When Hit 2 blight defense ------ Resist Against +19% Summoned other ------- See Invisibility +6 A belt that goes around your waist. |
hardened leather belt 'Flashmire'1.0 Encumbrance T3 belt armor [Rare] Master While equipped: offense ------ Damage +27% lightning +17% physical Ignore resists +10% lightning +13% physical +25% light When Hit 4 lightning defense ------ Resistance +15% light A belt that goes around your waist. |
monstrous drakeskin leather belt of recklessness1.0 Encumbrance T5 belt armor [Ego++] Nature/Master While equipped: Stats +4 Str +5 Con offense ------ Physical Crit +3.0% Critical power +12.00% Physical Power +20 (+4 eff.) defense ------ Physical save +6 (+2 eff.) other ------- Size +1 A belt that goes around your waist. |
rough leather belt 'Duathelonslaught'1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: offense ------ Spell Crit +1% Critical power +5.00% Spellpower +15 (+3 eff.) Ignore resists +5% arcane +10% darkness defense ------ Fatigue -5% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Encumbrance +20 A belt that goes around your waist. |
skylord's drakeskin leather belt of burglary1.0 Encumbrance T5 belt armor [Ego++] Nature/Master While equipped: Stats +5 Str +8 Dex +5 Wil +10 Cun +7 Lck defense ------ Physical save +15 (+5 eff.) Spell save +15 (+5 eff.) Mind save +12 (+3 eff.) Stealth +10 other ------- Disarm Traps +23 Infravision +6 A belt that goes around your waist. |
Arygotar the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +3 Cun offense ------ Mind Crit +1% Critical power +10.00% Accuracy +17 (+3 eff.) defense ------ Defense +1 (+0 eff.) Fatigue -4% Mind save +3 (+1 eff.) Life +49.00 other ------- EQ when Hit +0.16 Max stamina +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Blindwrither (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: offense ------ Physical Crit +4.0% Physical Power +3 (+1 eff.) Damage +24% arcane +12% cold Ignore resists +10% arcane When Hit 10 light defense ------ Defense +2 (+1 eff.) Fatigue -5% Resistance +3% light other ------- Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eloldassra (3 def, 0 armour)2.0 Encumbrance T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +5 Dex +4 Cun +2 Con offense ------ Damage +25% darkness Ignore resists +19% darkness defense ------ Defense +3 (+1 eff.) Resistance +20% blight +9% acid +22% darkness +20% nature Stealth +23 Life Regen +11.00 Healmod +20% Blind Resist +20% Disarm Resist +10% Pinning Resist +23% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Emelynn (7 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +3 Mag offense ------ Mindpower +10 (+3 eff.) defense ------ Defense +7 (+2 eff.) Resistance +3% acid +3% cold Physical save +6 (+2 eff.) other ------- Hate-on-crit +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eremukor the elven-silk cloak (3 def, 0 armour)2.0 Encumbrance T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +5 Str +11 Dex +6 Cun +6 Con offense ------ Accuracy +10 (+2 eff.) Ignore Armor +7 defense ------ Defense +3 (+1 eff.) Resistance +6% acid +6% cold +9% blight Spell save +26 (+8 eff.) Mind save +11 (+3 eff.) Healmod +15% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Stamina/turn +1.30 Light +2 Masteries +0.20 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. |
Fuledunandur the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil offense ------ Critical power +10.00% Spellpower/crit +2 Ignore Shields +20% When Hit 2 blight defense ------ Defense +1 (+0 eff.) Spell save +11 (+3 eff.) other ------- Max mana +62.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Gytira the linen cloak (7 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +3 Str offense ------ Physical Power +10 (+2 eff.) On-Hit (Melee): * 10% chance to slow global speed by 65% defense ------ Defense +7 (+2 eff.) Resistance +3% light Physical save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
battlemaster's elven-silk cloak of implacability (3 def, 0 armour)2.0 Encumbrance T5 cloak armor [Ego++] Nature/Master While equipped: Stats +5 Str +2 Dex +3 Con defense ------ Defense +3 (+1 eff.) Physical save +10 (+4 eff.) Spell save +11 (+3 eff.) Mind save +13 (+3 eff.) Unlife -50.00 life other ------- Stamina/turn +0.70 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. |
battlemaster's elven-silk cloak of implacability (3 def, 0 armour)2.0 Encumbrance T5 cloak armor [Ego++] Nature/Master While equipped: Stats +4 Str +2 Dex +4 Con defense ------ Defense +3 (+1 eff.) Physical save +10 (+4 eff.) Spell save +7 (+2 eff.) Mind save +10 (+3 eff.) Unlife -50.00 life other ------- Stamina/turn +1.00 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. |
elven-silk cloak 'Aryldatta' (3 def, 0 armour)2.0 Encumbrance T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +3 Dex +4 Mag +6 Wil +3 Cun offense ------ Spell Crit +6% Damage +9% mind Ignore resists +5% mind defense ------ Defense +3 (+1 eff.) Resistance +24% darkness +25% temporal Out-of-Phase Defense +27 Out-of-Phase Resistance +13% Out-of-Phase Resilience +24% other ------- Psi when Hit +0.12 Max hate +2.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 9 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Crackletrail' (6 def, 8 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Con offense ------ Damage +12% lightning Ignore Armor +1 defense ------ Armor +8 Defense +6 (+2 eff.) Resistance +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
restorative cashmere cloak of the hunter (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego++] Nature While equipped: offense ------ Accuracy +23 (+4 eff.) defense ------ Defense +2 (+1 eff.) Fatigue -6% Resistance +13% blight +13% nature +0% lightning Life +62.00 Life Regen +4.00 Healmod +14% other ------- Max stamina +22.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of conjuring (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego++] Arcane While equipped: Stats +2 Mag +4 Wil offense ------ Spell Crit +3% Critical power +10.00% Spellpower +4 (+1 eff.) Damage +5% arcane Ignore resists +7% arcane defense ------ Defense +2 (+1 eff.) Spell save +7 (+2 eff.) other ------- Max mana +86.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Emelobrebeth the cashmere robe (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Rare] Psionic While equipped: Stats +7 Mag +9 Wil offense ------ Critical power +20.00% Spellpower +30 (+5 eff.) Damage +6% arcane defense ------ Resistance +6% mind +11% all other ------- Mana/turn +0.35 Psi/turn +0.25 Mana-on-crit +2.00 Max mana +100.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Glorybeth the silk robe (25 def, 10 armour)2.0 Encumbrance T4 cloth armor [Rare] Arcane While equipped: Stats +3 Dex +7 Con offense ------ Damage +26% arcane +31% mind defense ------ Armor +10 Defense +25 (+6 eff.) Resistance +13% all Unlife -60.00 life other ------- Stamina/turn +3.09 Max mana +62.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Poreba the silk robe (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Random Unique] Nature While equipped: Stats +5 Str +5 Mag +9 Wil +2 Con offense ------ Damage +20% acid +16% physical +15% fire +17% cold +10% lightning Ignore resists +15% mind defense ------ Resistance +30% acid +7% cold +22% fire +8% lightning +13% all other ------- Infravision +3 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 (+3 eff.) Damage +12% all When Hit 15 arcane defense ------ Armor +10 Defense +10 (+3 eff.) Resistance +10% lightning +10% cold +10% fire +10% arcane +13% all Spell save +20 (+6 eff.) Mind save +15 (+4 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. |
Worm Nest (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +0 Str +0 Dex +15 Mag +0 Wil +0 Cun +0 Con offense ------ Spell Crit +8% Spellpower +15 (+3 eff.) Move Speed +32% Damage +22% blight When Hit 0 physical defense ------ Resistance +13% all Damage Reduction +22 all Carrion Feet: Effective talent level: 3.0 Power cost 13 out of 20/20. Range 7 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
cashmere robe 'Lisotta' (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +6 Str +7 Mag +6 Wil offense ------ Mind Crit +3% Critical power +5.00% Mindpower +7 (+2 eff.) Spellpower/crit +2 Damage +18% acid +25% physical +12% darkness +11% cold +19% lightning Ignore resists +8% darkness +11% physical defense ------ Resistance +27% acid +5% cold +7% lightning +11% all Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Max hate +8.00 Max vim +20.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe 'Frigidmortal' (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Random Unique] Arcane While equipped: Stats +0 Str +0 Dex +4 Mag +3 Wil +0 Cun +0 Con offense ------ Spell Crit +16% Spellpower +40 (+7 eff.) Damage +8% temporal +9% blight +6% cold +20% arcane +15% all On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 41 defense ------ Resistance +9% blight +13% all other ------- Mana/turn +0.27 Max mana +102.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven cashmere robe of Angolwen (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego++] Arcane/Nature While equipped: Stats +6 Str +10 Mag +10 Wil offense ------ Spellpower +10 (+2 eff.) Spellpower/crit +4 Damage +20% lightning +11% physical +7% cold defense ------ Resistance +10% lightning +10% cold +11% all Silence Resist +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Ameyon the Venomclamor (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +7 Cun +6 Str offense ------ Ignore resists +10% light When Hit 6 nature defense ------ Armor +3 Resistance +7% fire +7% cold A pair of boots made of leather. |
Getolesus the pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +3 Dex offense ------ Ignore resists +5% temporal When Hit 2 arcane defense ------ Armor +3 Fatigue +2% Resistance +5% arcane Crit Resistance 10.00% Silence Resist +20% Confus Resist +23% Stun Resist +21% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Glorugassra the Dazzlefist (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +5 Mag +6 Cun +4 Con offense ------ Physical Crit +6.0% defense ------ Armor +3 Crit Resistance 15.00% Physical save +27 (+9 eff.) Mind save +19 (+5 eff.) other ------- Light +3 Infravision +3 See Invisibility +9 A pair of boots made of leather. |
Gunutir the pair of hardened leather boots (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Random Unique] Master While equipped: Stats +4 Str +1 Wil +3 Cun +13 Con offense ------ Physical Crit +3.0% Physical Power +4 (+1 eff.) Damage +7% physical Ignore Armor +6 defense ------ Armor +3 Resistance +3% darkness +5% arcane +6% nature Physical save +14 (+5 eff.) Mind save +16 (+4 eff.) other ------- See Invisibility +6 Size +1 A pair of boots made of leather. |
Isulrawen (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Spell Crit +1% Critical power +10.00% Spellpower +5 (+1 eff.) Ignore Shields +30% defense ------ Armor +3 Fatigue +2% Resistance +5% arcane other ------- Stamina/turn +0.40 EQ when Hit +0.08 Psi when Hit +0.12 Max stamina +14.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Lightningoracle the pair of hardened leather boots (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Arcane While equipped: Stats +3 Dex +4 Mag +2 Cun offense ------ Ignore resists +15% temporal defense ------ Armor +3 Resistance +12% lightning Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Spell cooldown 10% A pair of boots made of leather. |
Skyseam (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Physical Crit +5.0% Physical Power +4 (+1 eff.) Damage +24% lightning +30% cold Ignore resists +15% lightning +10% cold Ignore Armor +7 defense ------ Armor +3 Resistance +18% lightning A pair of boots made of leather. |
Unbreakable Greaves (8 def, 20 armour)3.0 Encumbrance T5 feet armor [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con offense ------ Physical Power +10 (+2 eff.) Damage +15% physical defense ------ Armor +20 Hardiness +20% Defense +8 (+2 eff.) Fatigue +12% Resistance +15% acid +15% physical Knockbk Resist +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Zubyrakira the pair of hardened leather boots (20 def, 3 armour)2.0 Encumbrance T3 feet armor [Random Unique] Master While equipped: Stats +3 Str +5 Dex +2 Con +7 Lck offense ------ Physical Crit +4.0% Physical Power +4 (+1 eff.) Ignore Armor +6 defense ------ Armor +3 Defense +20 (+5 eff.) Resistance +7% fire +8% cold Stealth +8 Unlife -20.00 life A pair of boots made of leather. |
pair of hardened leather boots 'Gedath' (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +3 Dex +3 Mag +2 Cun +3 Con offense ------ Damage +3% acid On-Hit (Melee): * 20% chance to reduce armor by 52% defense ------ Armor +3 Physical save +12 (+4 eff.) Mind save +16 (+4 eff.) A pair of boots made of leather. |
pair of voratun boots 'Lustrestreaker' (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Str +5 Wil +8 Con offense ------ Mindpower +7 (+2 eff.) Damage +12% lightning +24% light Ignore resists +8% physical defense ------ Armor +5 Fatigue +4% Silence Resist +42% Confus Resist +50% Stun Resist +23% other ------- Light +1 Rush: Puts all charms on 22 turn cooldown Effective talent level: 2.0 Power cost 22 out of 25/25. Range 7 Cooldown: 30 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of drakeskin leather boots (0 def, 5 armour)2.0 Encumbrance T5 feet armor [Ego+] Arcane While equipped: defense ------ Armor +5 Silence Resist +35% Confus Resist +47% Stun Resist +47% A pair of boots made of leather. |
Bethykira the Pitchwisp (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Rare] Psionic While equipped: Stats +4 Str offense ------ Physical Power +20 (+4 eff.) Accuracy +15 (+3 eff.) defense ------ Armor +3 Resistance +12% darkness +15% temporal Life Regen +10.00 Silence Resist +20% other ------- Stamina/turn +2.00 Max stamina +36.00 Unarmed combat: Weapon Damage 132% Range: 1.0x-1.1x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +5.0% Attack Speed 100% On Hit: 10% Nightmare level 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Blindgrinder (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +6 Str +6 Dex +3 Wil +3 Cun +3 Con offense ------ Physical Power +10 (+2 eff.) defense ------ Armor +2 Fatigue +3% Resistance +15% acid other ------- Light +2 Unarmed combat: Weapon Damage 137% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% Metal gloves protecting the hands up to the middle of the lower arm. |
Fist of the Destroyer (8 def, 0 armour)1.0 Encumbrance T5 hands armor [Unique] Arcane/Master Only the masochistic can unlock its full power. While equipped: Stats +9 Str +9 Mag +3 Cun defense ------ Defense +8 (+2 eff.) Stun Resist +20% other ------- Max vim +25.00 Masteries +0.20 Corruption/Shadowflame +0.20 Corruption/Vim Unarmed combat: Weapon Damage 145% Range: 1.0x-1.4x Uses 40% Dex, 40% Cun, 20% Mag 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 100% On Hit: 10% Blood Grasp level 3 On Hit: 12% Soul Rot level 3 On Hit: 8% Drain level 2 Increases all damage by 4% of current vim Current Bonus: 0% Darkfire: Effective talent level: 5.0 Power cost 11 out of 12/12. Range 6 Cooldown: 8 Travel.spd 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 255.34 fire damage and 144.26 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
Gleamsmash (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Rare] Arcane While equipped: offense ------ On-Hit 18 darkness Damage +8% darkness +9% arcane +15% light defense ------ Armor +3 Fatigue +5% Resistance +30% lightning +15% darkness +12% blight +5% arcane +9% acid Stun Resist +20% Teleport Resist +20% Unarmed combat: Weapon Damage 131% Range: 1.0x-1.4x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 83% On Hit: 20% Moonlight Ray level 5 On Hit: * 15% chance to reduce damage dealt by 30% Metal gloves protecting the hands up to the middle of the lower arm. |
Nimbuswire the hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +4 Str +3 Wil +3 Con offense ------ Damage +24% lightning Ignore resists +20% nature On-Hit (Melee): * 20% chance to slow global speed by 65% defense ------ Armor +2 Resistance +6% lightning Disarm Resist +26% other ------- Masteries +0.20 Technique/Grappling Unarmed combat: Weapon Damage 112% 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: 10% Disarm level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
brawler's drakeskin leather gloves of archery (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Ego++] Master While equipped: Stats +3 Str +6 Dex +9 Cun offense ------ Accuracy +8 (+1 eff.) Ignore Armor +8 defense ------ Armor +3 Physical save +9 (+3 eff.) other ------- Cooldown Double Strike -1 Unarmed combat: Weapon Damage 135% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +12 Ignore Armor +10 Critical Rate +13.0% Attack Speed 100% On Hit: 10% Set Up level 5 On Hit: 15% Perfect Strike level 5 Steady Shot: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves 'Swampbreaker' (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Random Unique] Arcane/Nature While equipped: Stats +2 Str +11 Mag +3 Wil +3 Cun offense ------ On-Hit 5 acid 16 fire 7 cold 7 lightning Damage +8% arcane +8% fire When Hit 8 nature defense ------ Armor +3 Resistance +8% fire other ------- See Invisibility +9 Unarmed combat: Weapon Damage 131% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +5.0% Attack Speed 100% On-hit +14 ice +12 lightning +19 fire +10 arcane +16 acid On-crit, radius 2 +9 arcane +13 fire On Hit: 10% Fire Breath level 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Betulrawen (0 def, 9 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +4 Str +2 Cun +11 Con offense ------ Critical power +20.00% Physical Power +15 (+3 eff.) Ignore resists +10% mind defense ------ Armor +9 Fatigue +3% Mind save +6 (+2 eff.) other ------- Psi when Hit +0.16 A cap made of leather. |
Cyryssra the linen wizard hat (1 def, 2 armour)2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +2 Mag offense ------ Physical Crit +2.0% Physical Power +5 (+1 eff.) Ignore resists +5% mind defense ------ Armor +2 Defense +1 (+0 eff.) Spell save +6 (+2 eff.) other ------- Max mana +60.00 Max stamina +10.00 A pointy cloth hat, very wizardly... |
Radhurab the Blindknight (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Cun offense ------ Damage +6% lightning Ignore resists +15% cold defense ------ Defense +1 (+0 eff.) Resistance +3% light Mind save +6 (+2 eff.) other ------- Light +3 A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Chalirorach' (3 def, 0 armour)2.0 Encumbrance T5 head armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +7 Mag +17 Wil +7 Cun offense ------ Mind Crit +7% Spellpower +15 (+3 eff.) Ignore resists +5% arcane +5% blight Ignore Shields +20% When Hit 6 blight defense ------ Defense +3 (+1 eff.) Physical save +11 (+4 eff.) Spell save +20 (+6 eff.) Mind save +17 (+4 eff.) Hateful Whisper: Puts all charms on 13 turn cooldown Effective talent level: 4.0 Power cost 13 out of 15/15. Range 5 Cooldown: 10 Travel.spd instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 214 Mind damage and spreads amongst your foes, dealing damage and feeding you 4.2 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 30% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
warlord's drakeskin leather cap of ire (0 def, 5 armour)2.0 Encumbrance T5 head armor [Ego++] Nature/Master While equipped: Stats +8 Str +5 Wil +0 Cun +4 Con offense ------ Physical Power +9 (+2 eff.) defense ------ Armor +5 Fatigue +5% Resistance +10% physical Physical save +16 (+6 eff.) Mind save +10 (+3 eff.) Battle Cry: Puts all charms on 24 turn cooldown Effective talent level: 2.0 Power cost 24 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. |
warlord's drakeskin leather cap of strength (+12) (0 def, 5 armour)2.0 Encumbrance T5 head armor [Ego+] Nature/Master While equipped: Stats +12 Str +5 Wil offense ------ Physical Power +9 (+2 eff.) defense ------ Armor +5 Fatigue +5% Resistance +8% physical Physical save +13 (+5 eff.) A cap made of leather. |
Cloudstrider the cured leather armour (6 def, 5 armour)9.0 Encumbrance T2 light armor [Random Unique] Nature/Master While equipped: Stats +0 Str +0 Dex +0 Mag +0 Wil +0 Cun +0 Con offense ------ Damage +6% acid Ignore resists +10% lightning +10% acid defense ------ Armor +5 Defense +6 (+2 eff.) Fatigue +7% Resistance +9% acid +6% cold +6% physical Physical save +10 (+4 eff.) Life +36.00 Life Regen +1.00 Healmod +10% other ------- Breathe water A suit of armour made of leather. |
6 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. |
254 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. |
6 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. |
Windborne Azurite0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
15 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. |
9 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
9 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Salama (dig speed 16 turns)3.0 Encumbrance T3 digger tool [Rare] Psionic While equipped: Stats +5 Str +2 Dex +3 Mag +6 Con offense ------ Damage +15% acid +9% fire +9% mind Ignore resists +10% blight defense ------ Mind save +10 (+3 eff.) other ------- Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
5 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. |
13 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 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. |
Alydekan the Blastbreaker1.0 Encumbrance T3 lite [Rare] Nature While equipped: offense ------ Damage +6% lightning +3% temporal Ignore resists +10% temporal When Hit 4 temporal defense ------ Resistance +6% mind +6% lightning Physical save +8 (+3 eff.) Healmod +18% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Aryrenn the Morningvile1.0 Encumbrance T3 lite [Random Unique] Arcane/Nature While equipped: offense ------ Damage +6% lightning +18% darkness +9% light When Hit 4 lightning defense ------ Resistance +31% light Affinity +10% darkness Life +61.00 other ------- Light +4 Infravision +8 Moonlight Ray: Puts all charms on 7 turn cooldown Effective talent level: 4.0 Power cost 7 out of 8/8. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 274.19 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Elidalaith the brass lantern2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +1 Cun +4 Dex offense ------ Damage +6% physical defense ------ Armor +2 other ------- Stamina/turn +2.00 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. |
Silusenor1.0 Encumbrance T3 lite [Rare] Arcane While equipped: Stats +3 Wil +4 Mag offense ------ Spell Crit +8% Critical power +20.00% Spellpower +25 (+4 eff.) defense ------ Resistance +8% cold +8% temporal Out-of-Phase Defense +30 Out-of-Phase Resistance +31% Out-of-Phase Resilience +36% other ------- Mana/turn +0.12 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Veletira the Rimeripper2.0 Encumbrance T1 lite [Rare] Arcane While equipped: offense ------ Critical power +5.00% Spellpower +5 (+1 eff.) When Hit 10 fire defense ------ Resistance +5% fire +3% mind +9% cold other ------- Mana-on-crit +2.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Yvunor2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +4 Wil offense ------ Spell Crit +2% Physical Power +25 (+5 eff.) defense ------ Resistance +5% physical Life +44.00 other ------- Stamina/turn +3.00 Max stamina +20.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
survivor's alchemist's lamp of health1.0 Encumbrance T3 lite [Ego] Nature While equipped: defense ------ Physical save +7 (+3 eff.) Life +45.00 Healmod +18% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
Crystal Heart0.0 Encumbrance T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resistance +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
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. |
Telos's Staff Crystal0.0 Encumbrance T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Atamathon's Lost Ruby Eye0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: Damage +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified Wood0.0 Encumbrance T4 red gem [Unique] Nature While equipped: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Item imbue powers: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
70 alchemist bloodstone0.0 Encumbrance T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
13 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. |
2 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. |
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 366/400 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. |
amazing fiery salve [power 23] amazing fiery salve [power 23]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 3 magical effects and grants a fiery aura (23% fire, light and lightning affinity) Puts Talent Medical Injector on 22 turn cooldown Activation is instant. Medical salve. |
amazing frost salve [power 23] amazing frost salve [power 23]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 3 physical effects and grants a frost aura (23% cold, darkness and nature affinity) Puts Talent Medical Injector on 22 turn cooldown Activation is instant. Medical salve. |
amazing healing salve [power 331] amazing healing salve [power 331]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 331 Puts Talent Medical Injector on 13 turn cooldown Medical salve. |
amazing water salve [power 23] amazing water salve [power 23]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 3 mental effects and grants a water aura (23% blight, mind and acid affinity). Puts Talent Medical Injector on 22 turn cooldown Activation is instant. Medical salve. |
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. |
dwarven steel crystal plating0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: Stats +6 Str +6 Dex +6 Mag +6 Wil +6 Cun +6 Con Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel silver filigree0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Damage Against +21% Undead +21% Demon +21% Horror Tinkers can be attached to normal items to improve them with steam power! |
stralite crystal plating0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to body When attached: Stats +8 Str +8 Dex +8 Mag +8 Wil +8 Cun +8 Con Tinkers can be attached to normal items to improve them with steam power! |
voratun silver filigree0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Damage Against +35% Undead +35% Demon +35% Horror Tinkers can be attached to normal items to improve them with steam power! |
voratun spike attachment0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to body When attached: offense ------ When Hit 50 physical defense ------ Armor +20 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
Coalwedge the voratun torque of gale force [power 365] (13 cooldown)2.0 Encumbrance T5 torque charm [Random Unique] Psionic While equipped: offense ------ Damage +6% darkness Ignore resists +15% fire On-Hit (Melee): * 20% chance to slow global speed by 65% defense ------ Resistance +9% lightning +5% arcane Project a gust of wind in a cone knocking all creatures back 12 spaces and dealing 537 physical damage Puts all charms on 13 turn cooldown 100% to increase all damage penetration by 19% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Lisuma the stralite torque of clear mind [power 3] (22 cooldown)2.0 Encumbrance T4 torque charm [Random Unique] Psionic While equipped: Stats +3 Wil offense ------ Spellpower +10 (+2 eff.) Damage +12% arcane defense ------ Resistance +3% blight other ------- Mana-on-crit +2.00 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 all damage penetration by 26% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Hathagrim the Kindleguile [power 434] (13 cooldown)2.0 Encumbrance T4 totem charm [Rare] Nature While equipped: Stats +2 Mag offense ------ Spell Crit +3% Critical power +20.00% Spellpower +15 (+3 eff.) Damage +12% arcane Ignore resists +15% arcane defense ------ Resistance +15% light Heal yourself and all friendly characters within 10 spaces for 434 Puts all charms on 13 turn cooldown 100% to increase all damage penetration by 24% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Xerina the ash totem of healing [power 188] (13 cooldown)2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: Stats +3 Con offense ------ Spellpower +10 (+2 eff.) When Hit 10 mind defense ------ Mind save +18 (+5 eff.) other ------- See Invisibility +6 Heal yourself and all friendly characters within 10 spaces for 188 Puts all charms on 13 turn cooldown 100% to reduce fatigue by 29% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
7 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. |
ash wand of shielding 'Ravenarc' [power 176] (17 cooldown)2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: Stats +8 Dex +2 Wil +2 Con offense ------ Ignore resists +25% darkness defense ------ Resistance +6% lightning Crit Resistance 15.00% other ------- Light +2 Create a shield absorbing up to 176 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 turn cooldown 100% to increase all damage penetration by 15% 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. |
diamond0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Physical save +10 (+4 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Physical save +10 (+4 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 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. |
9 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. |
10 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 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. |
3 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 (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Veraies the Shalore Arcane Blade level 37
50th Regrowth 123rd year of Ascendancy at 12:54 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Veraies the Shalore Arcane Blade level 37
48th Regrowth 123rd year of Ascendancy at 12:01 see stats
Anti-Antimagic! (Insane (Roguelike) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Veraies the Shalore Arcane Blade level 50
17th Dusk 123rd year of Ascendancy at 17:44 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By Veraies the Shalore Arcane Blade level 42
23rd Pyre 123rd year of Ascendancy at 02:37 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Veraies the Shalore Arcane Blade level 50
24th Dusk 123rd year of Ascendancy at 15:56 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Veraies the Shalore Arcane Blade level 40
18th Pyre 123rd year of Ascendancy at 05:27 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Veraies the Shalore Arcane Blade level 22
66th Dusk 122nd year of Ascendancy at 05:34 see stats
Destroyer of the creation (Insane (Roguelike) difficulty)
Killed Slasul.By Veraies the Shalore Arcane Blade level 44
34th Pyre 123rd year of Ascendancy at 04:24 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Veraies the Shalore Arcane Blade level 39
71st Regrowth 123rd year of Ascendancy at 13:35 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Veraies the Shalore Arcane Blade level 38
54th Regrowth 123rd year of Ascendancy at 07:21 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Veraies the Shalore Arcane Blade level 22
74th Dusk 122nd year of Ascendancy at 11:31 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Veraies the Shalore Arcane Blade level 26
8th Haze 122nd year of Ascendancy at 09:31 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Veraies the Shalore Arcane Blade level 30
30th Haze 122nd year of Ascendancy at 16:01 see stats
Gem of the Moon (Insane (Roguelike) difficulty)
Completed the Master Jeweler quest with Limmir.By Veraies the Shalore Arcane Blade level 46
71st Pyre 123rd year of Ascendancy at 07:36 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 Veraies the Shalore Arcane Blade level 31
47th Haze 122nd year of Ascendancy at 18:56 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Veraies the Shalore Arcane Blade level 10
3rd Flare 122nd year of Ascendancy at 18:10 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Veraies the Shalore Arcane Blade level 20
53rd Dusk 122nd year of Ascendancy at 20:46 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Veraies the Shalore Arcane Blade level 30
29th Haze 122nd year of Ascendancy at 23:23 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Veraies the Shalore Arcane Blade level 40
75th Regrowth 123rd year of Ascendancy at 00:16 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Veraies the Shalore Arcane Blade level 50
7th Dusk 123rd year of Ascendancy at 10:24 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Veraies the Shalore Arcane Blade level 28
26th Haze 122nd year of Ascendancy at 04:40 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Veraies the Shalore Arcane Blade level 38
53rd Regrowth 123rd year of Ascendancy at 23:46 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Veraies the Shalore Arcane Blade level 19
53rd Dusk 122nd year of Ascendancy at 01:10 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Veraies the Shalore Arcane Blade level 40
14th Pyre 123rd year of Ascendancy at 23:57 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Veraies the Shalore Arcane Blade level 7
6th Mirth 122nd year of Ascendancy at 12:21 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Veraies the Shalore Arcane Blade level 50
57th Dusk 123rd year of Ascendancy at 15:44 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Veraies the Shalore Arcane Blade level 10
6th Flare 122nd year of Ascendancy at 18:18 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Veraies the Shalore Arcane Blade level 45
61st Pyre 123rd year of Ascendancy at 14:51 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Veraies the Shalore Arcane Blade level 28
27th Haze 122nd year of Ascendancy at 10:18 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Veraies the Shalore Arcane Blade level 18
49th Dusk 122nd year of Ascendancy at 17:21 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Veraies the Shalore Arcane Blade level 50
57th Dusk 123rd year of Ascendancy at 20:28 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Veraies the Shalore Arcane Blade level 36
47th Regrowth 123rd year of Ascendancy at 02:04 see stats
Log
Xeryma the orc assassin hits Veraies for 157 cold, 157 cold (314 total damage).
Golem (servant of Yvurithra the orc necromancer) uses Knockback.
Golem (servant of Yvurithra the orc necromancer) misses Veraies.
Ritch flamespitter spits flames!
Ritch flamespitter's mind surges with critical power!
Ritch flamespitter forces the iceblock to shatter.
Ritch flamespitter is free from the ice.
Orc archer shoots!
Yvurithra the orc necromancer casts Channel Staff.
Orc cryomancer casts Freeze.
Veraies vanishes from sight.
Veraies deactivates Secrets of the Eternals.
Veraies is encased in ice!
Golem (servant of Yvurithra the orc necromancer) is knocked back!
Silegana the orc elite berserker is knocked back!
Orc archer's Shoot hits Veraies for 109 cold damage.
Orc cryomancer hits Veraies for 374 cold damage.
Orc cryomancer's cold repulsion area effect hits Silegana the orc elite berserker for 50 cold, 50 cold (100 total damage).
Orc cryomancer's cold repulsion area effect hits Golem (servant of Yvurithra the orc necromancer) for 50 cold, 50 cold (100 total damage).
Orc cryomancer's ice storm area effect hits Golem (servant of Xeryma the orc assassin) for 229 cold damage.
Orc cryomancer's ice storm area effect hits Golem (servant of Yvurithra the orc necromancer) for 116 cold damage.
Orc cryomancer's ice storm area effect hits Ritch flamespitter for 229 cold damage.
Orc cryomancer's ice storm area effect hits Minotaur for 229 cold damage.
Orc cryomancer's ice storm area effect hits Yvurithra the orc necromancer for (116 absorbed), 0 cold (0 total damage).
Orc cryomancer's ice storm area effect hits Veraies for (48 to ice), 71 cold (71 total damage).
Orc cryomancer's ice storm area effect hits Giant spider for 229 cold damage.
Orc cryomancer's ice storm area effect hits Silegana the orc elite berserker for 116 cold damage.
Yvurithra the orc necromancer roars triumphantly.
Yvurithra the orc necromancer's Channel Staff hits Veraies for (81 to ice), 121 cold (121 total damage).
Veraies the level 50 shalore arcane blade was cooled to death by Yvurithra the orc necromancer on level 1 of Ambush!.




























































































































































































