











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Crug's Tooltip Width 1.5.0Tooltip width is all Items Vault 1.7.6Donators/Buyers bonus! Item Notes 1.7.0Allows you to add notes to objects in your inventory or equipment which will be displayed in the object's description tooltip. Notes can be manipulated by selecting the "Add note", "Edit note" or "Remove note" entry in the object's use-item dialog. Differences between item notes and the game's built-in tagging functionality:
Items with notes will be shown in inventory lists with a purple '!' prefix. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Archmage |
| Level / Exp | 50 / 1604% |
| Size | medium |
| Lifes / Deaths | Killed by Salildann the thief at level 14 on the 44th Dusk 122nd year of Ascendancy at 20:45 4 / 3Killed by Horned Horror at level 14 on the 45th Dusk 122nd year of Ascendancy at 01:17 Killed by Horned Horror at level 14 on the 45th Dusk 122nd year of Ascendancy at 02:55 |
Primary Stats
| Strength | 32 (base 11) |
| Dexterity | 41 (base 16) |
| Constitution | 80 (base 39) |
| Magic | 136 (base 60) |
| Willpower | 112 (base 61) |
| Cunning | 93 (base 60) |
Resources
| Life | 954/954 |
| Mana | 820/820 |
| Equilibrium | 20 |
| Healing Factor | 1.2210366327277 |
| Regeneration | 0.30525915818193 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +38.75965887975% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 20.54964786986 |
| Infravision | 9 |
| See Stealth | 42.790487699256 |
| See Invisible | 85.61756354876 |
Offense: Mainhand
| Damage | 67 |
| Accuracy | 29 |
| Crit Chance | 32% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 86 |
| Crit Chance | 90% |
| Speed | 1 |
| Cooldown Reduction | 30 |
Offense: Mind
| Mindpower | 58 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +19% |
| Lightning | +97% |
| Light | +23% |
| Cold | +17% |
| Blight | +13% |
| Arcane | +15% |
| Fire | +17% |
| All | +7% |
Offense: Damage Penetration
| Lightning | +97% |
| Arcane | +69% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 54.657082001739 (69.823135475018%) |
| Defense | 86 |
| Ranged Defense | 93 |
| Fatigue | 0 |
| Physical Save | 61 |
| Spell Save | 74 |
| Mental Save | 57 |
Defense: Resistances
| Lightning | + 46%( 70%) |
| Light | + 50%( 70%) |
| Physical | + 47%( 70%) |
| Darkness | + 53%( 70%) |
| Arcane | + 57%( 70%) |
| Mind | + 65%( 70%) |
| All | + 37%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Silence Resistance | 63% |
| Confusion Resistance | 65% |
| Fear Resistance | 30% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 50% |
Inscriptions (5/5)
| Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 11 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 1374 damage for 6 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1041% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.5 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 10 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 1878% for 10 turns (585 total) and instantly restoring 93 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 10 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 4 turns and blocking 283 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous 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 41% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Class Talents
| Spell / Meta | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Air | 1.30 |
| 3/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Spell / Arcane | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Spell / Fire | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 4/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Harmony | 1.00 |
| 2/5 |
| 5/5 |
| 2/5 |
| 1/5 |
| Spell / Divination | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Stone Skin |
| talent | Hurricane |
| talent | Keen Senses |
| talent | Chant of Fortress |
| talent | Thunderstorm |
| talent | Arcane Power |
| talent | Tempest |
| talent | Feather Wind |
| talent | Elemental Harmony |
| talent | Spellcraft |
| talent | Shielding |
| talent | Disruption Shield |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You 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 killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost warrior from death by master vampire. Escort: lost warrior (level 2 of Dreadfell) | failed |
You failed to protect the lost warrior from death by orc archer. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved talent Foresight (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1349. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity 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 foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | 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 |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 within15 lumberjacks have died. | done |
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* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | undeterred pair of voratun boots (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Ego+] Arcane While equipped: defense ------ Armor +5 Fatigue +4% Silence Resist +37% Confus Resist +36% Stun Resist +50% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | ethereal dwarven lantern of illusion0.0 Encumbrance T5 lite [Ego++] Arcane/Psionic While equipped: Stats +4 Mag offense ------ Spellpower +16 (+4 eff.) defense ------ Defense +10 (+2 eff.) Physical save +17 (+5 eff.) Spell save +18 (+5 eff.) Mind save +16 (+4 eff.) other ------- Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | eldritch elven-silk wizard hat of arcana (3 def, 0 armour) =MAIN=2.0 Encumbrance T5 head armor [Ego++] Arcane While equipped: Stats +6 Mag +7 Wil offense ------ Spellpower +13 (+3 eff.) defense ------ Defense +3 (+0 eff.) other ------- Mana/turn +2.00 Mana when Hit +2.20 Max mana +67.00 Manaflow: Puts all charms on 40 turn cooldown Effective talent level: 3.5 Power cost 40 out of 40/40. Range melee/personal Cooldown: 18 Travel.spd instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 21 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
| Tool | Chargebrawn the yew wand of conjuration [power 255] (15 cooldown)2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: offense ------ Damage +9% lightning Ignore resists +20% lightning On-Hit (Melee): * 10% chance to slow global speed by 62% defense ------ Resistance +6% light other ------- Light +3 Infravision +3 Fire a magical bolt dealing 502 lightning damage Puts all charms on 15 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | mule's gold ring of arcana (+0.18/turn) =MAIN=0.1 Encumbrance T3 ring jewelry [Ego] Arcane/Master While equipped: defense ------ Fatigue -6% Silence Resist +26% other ------- Encumbrance +22 Mana/turn +0.18 Rings make your fingers look great! |
| On fingers | ISpent4kOnThis0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Nature/Master/Psionic While equipped: Stats +10 Cun +13 Con offense ------ Spell Crit +7% On-Hit 34 physical On-Ranged-Hit 32 physical Damage +6% blight Ignore resists +29% arcane On-Hit (Melee): * 20% chance to reduce all saves and defense by 34 On-Hit (Ranged): * 20% chance to reduce all saves and defense by 34 defense ------ Physical save +14 (+4 eff.) Spell save +20 (+5 eff.) Blind Resist +50% other ------- Mana-on-crit +2.37 Hate-on-crit +3.00 Max stamina +40.00 Max hate +15.00 Infravision +6 See Stealth +18 See Invisibility +25 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 3.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 158% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 59%. Rings make your fingers look great! |
| Around waist | spiritwalker's drakeskin leather belt of magery =MAIN=1.0 Encumbrance T5 belt armor [Ego++] Arcane While equipped: Stats +11 Mag +8 Wil offense ------ Spell Crit +6% other ------- Mana/turn +0.44 Max mana +35.00 A belt that goes around your waist. |
| In main hand | dragonbone magestaff 'Prismwitch' (152% power, 6 apr, lightning element)5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane/Nature/Master Weapon Damage 152% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +8 Con offense ------ Spell Crit +20% Critical power +20.00% Physical Power +15 (+7 eff.) Spellpower +30 (+6 eff.) Damage +42% lightning +12% physical defense ------ Defense +15 (+3 eff.) Life Regen +2.00 Healmod +30% other ------- Stamina/turn +3.55 Light +8 See Invisibility +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 4.5 Power cost 6 out of 6/6. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 9 that illuminates the area and deals 271.38 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. |
| On hands | Storm Bringer's Gauntlets (0 def, 5 armour) =MAIN=1.5 Encumbrance T3 hands armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +5% Critical power +20.00% Spellpower +12 (+3 eff.) Damage +15% lightning defense ------ Armor +5 Resistance +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning level 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
| Main armor | Gunychik the elven-silk robe (6 def, 6 armour) =SAVES=2.0 Encumbrance T5 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +4 Dex +10 Mag +2 Wil +2 Cun offense ------ Spell Crit +5% Spellpower +4 (+1 eff.) Damage +16% light defense ------ Armor +6 Defense +6 (+1 eff.) Resistance +16% mind +15% light +26% darkness +15% all Physical save +11 (+3 eff.) Spell save +43 (+10 eff.) Mind save +40 (+10 eff.) Life +70.00 other ------- Light +3 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | spellcowled elven-silk cloak of conjuring (3 def, 0 armour)2.0 Encumbrance T5 cloak armor [Ego++] Arcane While equipped: Stats +3 Mag +4 Wil offense ------ Spell Crit +4% Critical power +26.00% Spellpower +5 (+1 eff.) Damage +8% arcane Ignore resists +15% arcane defense ------ Defense +3 (+0 eff.) Spell save +10 (+3 eff.) other ------- Max mana +135.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Limmir's Amulet of the Moon0.1 Encumbrance T5 amulet jewelry [Unique] While equipped: Stats +10 Str +10 Dex +15 Mag +10 Wil +10 Cun +15 Con offense ------ Damage +10% lightning +10% fire +10% cold defense ------ Resistance +30% mind Confus Resist +30% Fear Resist +30% other ------- Light +2 Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Amulets make your neck look great! |
Inventory
healing infusion of the psychic (heal 272; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 272 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the wizard (heal 329; 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 329 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 psychic (die at -923; dur 6; cd 28)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 28 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -923 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 923 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
movement infusion of the duelist (speed 653%; cd 17)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 653% 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. |
movement infusion of the titan (speed 880%; cd 18)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 18 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 Constitution 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 duelist (heal 516; 12 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 516 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 21%; mental, magical; dur 4; cd 12)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 21% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 16%; physical; dur 4; cd 13)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 16% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 17%; mental; dur 3; cd 13)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 17% 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%; physical; dur 4; cd 10)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 15%; magical; dur 2; 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 magical effect and reduce all damage taken by 15% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 25%; mental, physical; dur 2; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 25% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 29%; mental, magical; dur 3; 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 29% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 24%; magical, mental; dur 3; 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 cure yourself of one random magical and mental effect and reduce all damage taken by 24% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 28%; mental, magical; dur 2; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 28% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 40%; magical; dur 3; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 40% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 42%; magical, physical; dur 2; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 42% 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 wizard (res 46%; magical, mental; dur 4; 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 cure yourself of one random magical and mental effect and reduce all damage taken by 46% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 46%; mental; dur 2; 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 cure yourself of one random mental effect and reduce all damage taken by 46% 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. |
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; physical, light, nature, cold, arcane, mind)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 13 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: 3 physical, 5 light, 4 nature, 5 cold, 5 arcane, 5 mind 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: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (598.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 10 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 639.86 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the sneak (damage 251; dur 4; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 251.02 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. 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. |
biting gale rune (damage 125; dur 4; cd 21)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 125.19 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 7; phase 20; cd 19)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 7 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the titan (range 8; phase 21; cd 12)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 8 Cooldown: 9 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the titan (range 7; phase 19; cd 18)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 7 Cooldown: 13 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. 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. |
blink rune of the wizard (range 9; phase 31; cd 20)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 9 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 31%, your defense is increased by 31 and all your resistances by 31%. 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. |
ethereal rune (power 8; resist 26%; move 39%; dur 5; cd 18)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 13 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 26% all resistance, you move 39% faster, and you are invisible (power 8). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the wizard (regen 1846% over 10 turns; mana 92; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 11 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 1846% for 10 turns (575 total) and instantly restoring 92 mana. Also when resting your mana will regenerate at 0.5 per turn. 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 (absorb 167; cd 12)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 9 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 4 turns and blocking 167 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 126; cd 12)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 9 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 4 turns and blocking 126 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 232; cd 13)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 10 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 4 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 Willpower 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 psychic (absorb 273; cd 13)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 10 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 4 turns and blocking 273 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. 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 psychic (absorb 350; cd 18)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 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 4 turns and blocking 350 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 292; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 10 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 4 turns and blocking 292 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 218; cd 12)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 9 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 4 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 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 titan (absorb 225; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 4 turns and blocking 225 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 604; dur 8; cd 17)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 604 damage for 8 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 815; dur 5; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 815 damage for 5 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 psychic (absorb 708; dur 4; cd 18)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 create a protective shield absorbing at most 708 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. |
stormshield rune (threshold 34; blocks 2; dur 4; cd 13)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 10 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 34 up to 2 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the titan (threshold 61; blocks 8; dur 4; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 61 up to 8 times. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune (range 82; cd 18)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 13 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 82 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the sneak (range 123; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 123 with a minimum range of 15. 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. |
Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Choker of Dread0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Physical Power +5 (+3 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 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
Mirror Shards0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Damage +12% light When Hit: * 30% chance to blind defense ------ Resistance +25% light other ------- Light +1 Create a reflective shield (50% reflection rate, 743 strength, based on Magic) for 6 turns. Uses 24 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Pendant of the Sun and Moons =light+dark everythng, sil=0.1 Encumbrance T4 amulet jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +8 (+2 eff.) Damage +8% light +8% darkness Ignore resists +15% light +15% darkness defense ------ Resistance +10% light +10% darkness Max Resistance +5% light +5% darkness All your damage is converted and split into light and darkness. Circle of Sanctity: (Instant) Effective talent level: 4.5 Power cost 30 out of 60/60. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 34 light damage to everyone else who enters. The circle lasts 5 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
Skystoker =res fire,cold,confus=0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +7 Wil offense ------ Mindpower +11 (+3 eff.) When Hit 2 temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +6% lightning +30% fire +28% cold Mind save +11 (+3 eff.) Confus Resist +16% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Amulets make your neck look great! |
The Far-Hand0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con defense ------ Teleport Resist +100% Teleport: Effective talent level: 7.2 Power cost 36 out of 36/36. Range 10 Cooldown: 21 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (186). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 12). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
archmage's voratun amulet of the eclipse0.1 Encumbrance T5 amulet jewelry [Ego++] Arcane While equipped: Stats +4 Mag offense ------ Spell Crit +5% Spellpower +3 (+1 eff.) On-Hit 9 light 11 darkness Damage +6% acid +7% light +8% darkness +7% cold +6% lightning +6% fire When Hit: * 8% chance to reduce damage dealt by 28% * 15% chance to blind Amulets make your neck look great! |
clarifying steel amulet of cunning (+3)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun defense ------ Resistance +15% mind Confus Resist +20% Amulets make your neck look great! |
clarifying voratun amulet of constitution (+5) =to gem=0.1 Encumbrance T5 amulet jewelry [Ego] Nature While equipped: Stats +5 Con defense ------ Resistance +14% mind Confus Resist +44% Amulets make your neck look great! |
cleansing voratun amulet of mastery (0.37 Technique / Combat training)0.1 Encumbrance T5 amulet jewelry [Ego] Disrupt/Master While equipped: defense ------ Resistance +23% nature +26% blight Poison Resist +39% Disease Resist +40% other ------- Masteries +0.37 Technique/Combat training Amulets make your neck look great! |
cleansing voratun amulet of strength (+4) =res bli,pois,diseas=0.1 Encumbrance T5 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +4 Str defense ------ Resistance +23% nature +26% blight Poison Resist +37% Disease Resist +37% Amulets make your neck look great! |
enraging voratun amulet0.1 Encumbrance T5 amulet jewelry [Ego+] Master While equipped: offense ------ Physical Power +6 (+3 eff.) Combat Speed +10% Damage +8% physical Amulets make your neck look great! |
enraging voratun amulet of the eclipse0.1 Encumbrance T5 amulet jewelry [Ego++] Arcane/Master While equipped: offense ------ Physical Power +9 (+5 eff.) Combat Speed +10% On-Hit 12 light 12 darkness Damage +9% physical +15% light +15% darkness When Hit: * 15% chance to reduce damage dealt by 28% * 15% chance to blind Amulets make your neck look great! |
grounding gold amulet of vision0.1 Encumbrance T3 amulet jewelry [Ego+] Nature While equipped: defense ------ Resistance +12% lightning Blind Resist +22% Stun Resist +27% other ------- Infravision +2 Sight +2 See Invisibility +8 Amulets make your neck look great! |
grounding steel amulet of strength (+3)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Str defense ------ Resistance +11% lightning Stun Resist +20% Amulets make your neck look great! |
grounding voratun amulet of the eclipse0.1 Encumbrance T5 amulet jewelry [Ego+] Arcane/Nature While equipped: offense ------ On-Hit 5 light 13 darkness Damage +10% light +15% darkness When Hit: * 8% chance to reduce damage dealt by 28% * 12% chance to blind defense ------ Resistance +19% lightning Stun Resist +32% Amulets make your neck look great! |
mindweaver's voratun amulet =res confus 23=0.1 Encumbrance T5 amulet jewelry [Ego+] Psionic While equipped: Stats +2 Wil offense ------ Mindpower +11 (+3 eff.) defense ------ Mind save +11 (+3 eff.) Confus Resist +23% Amulets make your neck look great! |
mindweaver's voratun amulet of manastreaming0.1 Encumbrance T5 amulet jewelry [Ego++] Arcane/Psionic While equipped: Stats +1 Wil +3 Mag offense ------ Mindpower +12 (+3 eff.) Spellpower/crit +5 defense ------ Mind save +12 (+3 eff.) Confus Resist +18% other ------- Mana/turn +0.35 Max mana +58.00 Amulets make your neck look great! |
protective voratun amulet of perfection (0.33 Spell / Air,0.33 Spell / Divination)0.1 Encumbrance T5 amulet jewelry [Ego++] Master While equipped: defense ------ Armor +7 Defense +12 (+2 eff.) Max Resistance +5% all Physical save +21 (+6 eff.) other ------- Masteries +0.33 Spell/Divination +0.33 Spell/Air Amulets make your neck look great! |
restful stralite amulet of perfection (0.34 Spell / Earth,0.34 Spell / Fire)0.1 Encumbrance T4 amulet jewelry [Ego+] Master While equipped: defense ------ Fatigue -7% Life Regen +3.00 other ------- Masteries +0.34 Spell/Fire +0.34 Spell/Earth Amulets make your neck look great! |
savior's stralite amulet of the eclipse =saves=0.1 Encumbrance T4 amulet jewelry [Ego++] Arcane/Master While equipped: offense ------ On-Hit 10 light 8 darkness Damage +9% light +5% darkness When Hit: * 10% chance to reduce damage dealt by 28% * 10% chance to blind defense ------ Physical save +21 (+6 eff.) Spell save +19 (+5 eff.) Mind save +20 (+5 eff.) Amulets make your neck look great! |
savior's voratun amulet =saves=0.1 Encumbrance T5 amulet jewelry [Ego+] Master While equipped: defense ------ Physical save +22 (+6 eff.) Spell save +18 (+5 eff.) Mind save +17 (+5 eff.) Amulets make your neck look great! |
savior's voratun amulet of strength (+4) =saves=0.1 Encumbrance T5 amulet jewelry [Ego+] Nature/Master While equipped: Stats +4 Str defense ------ Physical save +22 (+6 eff.) Spell save +17 (+5 eff.) Mind save +18 (+5 eff.) Amulets make your neck look great! |
serendipitous gold amulet of cunning (+8)0.1 Encumbrance T3 amulet jewelry [Ego+] Nature While equipped: Stats +8 Lck +5 Cun offense ------ Accuracy +7 (+3 eff.) defense ------ Defense +8 (+1 eff.) Resist unseen 10% Amulets make your neck look great! |
serendipitous gold amulet of perfection (0.24 Spell / Phantasm,0.24 Spell / Water)0.1 Encumbrance T3 amulet jewelry [Ego++] Nature/Master While equipped: Stats +7 Lck offense ------ Accuracy +8 (+4 eff.) defense ------ Defense +9 (+1 eff.) Resist unseen 10% other ------- Masteries +0.24 Spell/Phantasm +0.24 Spell/Water Amulets make your neck look great! |
serendipitous gold amulet of strength (+8)0.1 Encumbrance T3 amulet jewelry [Ego+] Nature While equipped: Stats +8 Lck +4 Str offense ------ Accuracy +7 (+3 eff.) defense ------ Defense +7 (+1 eff.) Resist unseen 13% Amulets make your neck look great! |
serendipitous voratun amulet of vision =res blind, +sight=0.1 Encumbrance T5 amulet jewelry [Ego++] Nature While equipped: Stats +11 Lck offense ------ Accuracy +8 (+4 eff.) defense ------ Defense +9 (+1 eff.) Resist unseen 15% Blind Resist +16% other ------- Infravision +5 Sight +2 See Invisibility +10 Amulets make your neck look great! |
stabilizing gold amulet of dexterity (+3)0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex defense ------ Resistance +18% temporal Pinning Resist +28% Knockbk Resist +20% Amulets make your neck look great! |
stabilizing stralite amulet of vision =+2 sight=0.1 Encumbrance T4 amulet jewelry [Ego+] Nature While equipped: defense ------ Resistance +21% temporal Blind Resist +10% Pinning Resist +34% Knockbk Resist +31% other ------- Infravision +7 Sight +2 See Invisibility +11 Amulets make your neck look great! |
stabilizing voratun amulet of murder =critpow=0.1 Encumbrance T5 amulet jewelry [Ego+] Nature/Master While equipped: offense ------ Critical power +16.00% Accuracy +8 (+4 eff.) Ignore Armor +15 defense ------ Resistance +18% temporal Pinning Resist +26% Knockbk Resist +36% Amulets make your neck look great! |
starseer's stralite amulet of perfection (0.30 Spell / Conveyance,0.30 Spell / Aether) =crit, +0.3 conveyance=0.1 Encumbrance T4 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +2 Mag offense ------ Spell Crit +5% Spellpower +5 (+1 eff.) Damage +5% light +7% temporal +6% darkness +7% physical other ------- Masteries +0.30 Spell/Conveyance +0.30 Spell/Aether Amulets make your neck look great! |
steel amulet 'Brightmonster' =cut resist 50%=0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +12% mind +9% fire defense ------ Resistance +9% mind +5% arcane Healmod +10% Cut Resist +50% Heal: Puts all charms on 35 turn cooldown Effective talent level: 3.5 Power cost 35 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 383 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
stralite amulet of manastreaming =+0.39 mana=0.1 Encumbrance T4 amulet jewelry [Ego+] Arcane While equipped: Stats +2 Mag offense ------ Spellpower/crit +5 other ------- Mana/turn +0.39 Max mana +36.00 Amulets make your neck look great! |
voratun amulet 'Snowhunger'0.1 Encumbrance T5 amulet jewelry [Random Unique] Arcane/Nature While equipped: Stats +11 Mag offense ------ Spell Crit +11% Spellpower +9 (+2 eff.) Damage +7% acid +6% physical +7% darkness +8% light +7% temporal +7% fire +7% cold +7% lightning Ignore resists +10% cold defense ------ Resistance +15% fire +30% mind +18% cold Confus Resist +34% Amulets make your neck look great! |
wanderer's voratun amulet of manastreaming0.1 Encumbrance T5 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +7 Dex +5 Mag +9 Cun +6 Con offense ------ Spellpower/crit +5 Move Speed +10% defense ------ Fatigue -7% Life Regen +3.00 other ------- Stamina/turn +1.10 Mana/turn +0.44 Max mana +49.00 Amulets make your neck look great! |
Orb of Many Ways1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 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. |
Bloodcaller0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Emunne the Thunderslicer0.1 Encumbrance T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +11 Mag +6 Wil +3 Con offense ------ Spellpower +8 (+2 eff.) Damage +3% lightning +9% darkness defense ------ Resistance +18% lightning Spell save +24 (+6 eff.) other ------- Max stamina +34.00 Rings make your fingers look great! |
Ivyyann the Carrionreeve =res nature, spellsave=0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Mag +3 Con offense ------ Damage +18% nature +18% arcane Ignore resists +10% nature When Hit 4 nature defense ------ Resistance +39% nature Spell save +27 (+7 eff.) other ------- Max stamina +40.00 Rings make your fingers look great! |
Ring of the Dead0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+3 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. |
Shockmarrow =+3 dex +4 con, res dark=0.1 Encumbrance T3 ring jewelry [Rare] Arcane While equipped: Stats +3 Dex +4 Con offense ------ Damage +15% darkness +12% physical When Hit 10 lightning defense ------ Resistance +9% lightning +2% physical +30% darkness Rings make your fingers look great! |
Singecutter0.1 Encumbrance T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +17 Cun +10 Dex offense ------ On-Hit 35 physical On-Ranged-Hit 35 physical Damage +3% mind +15% fire Ignore resists +5% fire Accuracy +15 (+7 eff.) When Hit 8 mind On-Hit (Melee): * 39% chance to reduce all saves and defense by 34 On-Hit (Ranged): * 18% chance to reduce all saves and defense by 34 defense ------ Resistance +3% mind +9% fire Life +49.00 Life Regen +20.00 Healmod +20% other ------- Hate-on-crit +3.00 Max hate +13.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 5.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 325% weapon damage over 7 turns, and all healing will be reduced by 70%. Rings make your fingers look great! |
Vargh Redemption =+6 con=0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 3 tidal wave that expands slowly over 7 turns, dealing 24.65 cold and 25.07 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
Yvimira the steel ring =res blind, armr=0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +11 Str offense ------ Physical Crit +3.0% Physical Power +5 (+3 eff.) Accuracy +5 (+2 eff.) When Hit 4 arcane On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 36 defense ------ Armor +22 Blind Resist +30% other ------- Infravision +5 See Stealth +13 See Invisibility +11 Rings make your fingers look great! |
conjurer's stralite ring0.1 Encumbrance T4 ring jewelry [Ego+] Arcane While equipped: Stats +7 Mag +4 Wil offense ------ Spellpower +11 (+3 eff.) Rings make your fingers look great! |
conjurer's voratun ring =to gem=0.1 Encumbrance T5 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +4 Wil offense ------ Spellpower +10 (+2 eff.) Rings make your fingers look great! |
conjurer's voratun ring of pilfering0.1 Encumbrance T5 ring jewelry [Ego++] Arcane/Master While equipped: Stats +6 Mag +7 Wil offense ------ Spellpower +10 (+2 eff.) Accuracy +12 (+6 eff.) Ignore Armor +13 defense ------ Defense +10 (+2 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 3.5 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 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 177% 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! |
copper ring of frost (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +11% cold defense ------ Resistance +22% cold Rings make your fingers look great! |
gladiator's voratun ring of misery0.1 Encumbrance T5 ring jewelry [Ego++] Master/Psionic While equipped: Stats +6 Str +6 Cun +9 Con offense ------ Physical Power +13 (+7 eff.) On-Hit 25 physical On-Ranged-Hit 23 physical On-Hit (Melee): * 15% chance to reduce all saves and defense by 34 On-Hit (Ranged): * 15% chance to reduce all saves and defense by 34 other ------- Hate-on-crit +2.00 Max hate +10.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 3.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 158% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 59%. Rings make your fingers look great! |
marksman's copper ring of darkness (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex offense ------ Damage +10% darkness Accuracy +6 (+3 eff.) defense ------ Resistance +20% darkness Rings make your fingers look great! |
mule's gold ring of clarity0.1 Encumbrance T3 ring jewelry [Ego] Master/Psionic While equipped: defense ------ Fatigue -6% Mind save +10 (+3 eff.) Confus Resist +33% other ------- Encumbrance +24 Rings make your fingers look great! |
painweaver's stralite ring of the mountain (+14%) =+5% dmg=0.1 Encumbrance T4 ring jewelry [Ego+] Nature/Master While equipped: offense ------ Physical Power +12 (+6 eff.) Spellpower +12 (+3 eff.) Mindpower +12 (+3 eff.) Damage +14% physical +5% all defense ------ Resistance +14% physical Rings make your fingers look great! |
pixie's voratun ring of light (+32%)0.1 Encumbrance T5 ring jewelry [Ego+] Arcane While equipped: Stats +5 Cun +4 Mag offense ------ Spellpower +10 (+2 eff.) Damage +16% light defense ------ Resistance +32% light Rings make your fingers look great! |
pixie's voratun ring of luminosity0.1 Encumbrance T5 ring jewelry [Ego++] Arcane While equipped: Stats +7 Cun +11 Mag offense ------ Spellpower +10 (+2 eff.) On-Hit 19 light On-Ranged-Hit 27 light Damage +16% light Rings make your fingers look great! |
psionicist's gold ring of frost (+26%)0.1 Encumbrance T3 ring jewelry [Ego] Nature/Psionic While equipped: Stats +5 Wil offense ------ Damage +13% cold defense ------ Resistance +26% cold Mind save +10 (+3 eff.) Rings make your fingers look great! |
sneakthief's gold ring of pilfering0.1 Encumbrance T3 ring jewelry [Ego++] Master While equipped: Stats +5 Cun +6 Dex offense ------ Accuracy +15 (+7 eff.) Ignore Armor +9 defense ------ Defense +9 (+1 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 3.5 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 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 177% 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! |
sneakthief's voratun ring of frost (+30%)0.1 Encumbrance T5 ring jewelry [Ego+] Nature/Master While equipped: Stats +10 Cun +6 Dex offense ------ Damage +15% cold Accuracy +10 (+5 eff.) defense ------ Resistance +30% cold Rings make your fingers look great! |
sneakthief's voratun ring of frost (+34%)0.1 Encumbrance T5 ring jewelry [Ego+] Nature/Master While equipped: Stats +7 Cun +7 Dex offense ------ Damage +17% cold Accuracy +10 (+5 eff.) defense ------ Resistance +34% cold Rings make your fingers look great! |
steel ring of lightning (+22%) =MAIN=0.1 Encumbrance T2 ring jewelry [Ego] Nature While equipped: offense ------ Damage +11% lightning defense ------ Resistance +22% lightning Rings make your fingers look great! |
steel ring of perseverance =res stun=0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Life Regen +2.00 Stun Resist +23% Rings make your fingers look great! |
stralite ring of warding =res elements=0.1 Encumbrance T4 ring jewelry [Ego+] Arcane While equipped: defense ------ Resistance +18% acid +15% fire +24% lightning +18% cold Rings make your fingers look great! |
titan's steel ring of fire (+22%)0.1 Encumbrance T2 ring jewelry [Ego] Nature While equipped: Stats +2 Con offense ------ Damage +11% fire defense ------ Resistance +22% fire Physical save +4 (+1 eff.) Rings make your fingers look great! |
treant's voratun ring of life =res pois/disease, +life=0.1 Encumbrance T5 ring jewelry [Ego++] Nature While equipped: defense ------ Resistance +12% nature +11% blight Life +71.00 Life Regen +10.00 Healmod +14% Poison Resist +19% Disease Resist +12% Rings make your fingers look great! |
treant's voratun ring of speed0.1 Encumbrance T5 ring jewelry [Ego++] Nature/Master While equipped: offense ------ Move Speed +18% Accuracy +12 (+6 eff.) defense ------ Defense +12 (+2 eff.) Resistance +12% nature +12% blight Poison Resist +25% Disease Resist +27% Blinding Speed: Puts all charms on 40 turn cooldown Effective talent level: 5.5 Power cost 40 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 42% for 5 turns. Rings make your fingers look great! |
voratun moonstone ring0.1 Encumbrance T5 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +9 (+4 eff.) Ignore Armor +17 defense ------ Defense +23 (+4 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 3.5 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 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 177% 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! |
voratun ring 'Murkserpent' =to gem=0.1 Encumbrance T5 ring jewelry [Rare] Master While equipped: Stats +5 Wil offense ------ Damage +15% mind When Hit 10 physical On-Hit (Melee): * 20% chance to slow global speed by 62% defense ------ Resistance +9% nature Life +48.00 Disarm Resist +49% Pinning Resist +46% Knockbk Resist +37% Rings make your fingers look great! |
voratun ring of life0.1 Encumbrance T5 ring jewelry [Ego+] Nature While equipped: defense ------ Life +83.00 Life Regen +15.00 Healmod +15% Rings make your fingers look great! |
voratun ring of pilfering0.1 Encumbrance T5 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +12 (+6 eff.) Ignore Armor +17 defense ------ Defense +14 (+2 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 3.5 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 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 177% 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! |
wizard's stralite ring of warding =res elements=0.1 Encumbrance T4 ring jewelry [Ego+] Arcane While equipped: Stats +3 Mag defense ------ Resistance +17% acid +22% fire +17% lightning +21% cold Spell save +6 (+2 eff.) Rings make your fingers look great! |
plaguebringer's voratun dagger of daylight (148% power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon Reqs Dex 48 [Ego+] Arcane Weapon Damage 148% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +17 blight +16 light Damage Against +17% Undead On Hit: 20% Epidemic level 5 On Hit: * 19% chance to reduce strength, dexterity, and constitution by 36 While equipped: defense ------ Disease Resist +33% Sharp, short and deadly. |
flaming voratun greatmaul (180% power, 4 apr)5.0 Encumbrance T5 greatmaul 2H weapon Reqs Str 48 [Ego] Arcane Weapon Damage 180% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +19 fire Massive two-handed mauls. |
arcing voratun longsword of vileness (154% power, 6 apr)3.0 Encumbrance T5 longsword 1H weapon Reqs Str 48 [Ego] Arcane Weapon Damage 154% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +15 blight On Hit: * 28% chance to reduce strength, dexterity, and constitution by 36 * 25% chance for lightning to strike from the target to a second target dealing 134 damage Sharp, long, and deadly. |
living mindstar of disruption (112% power, 40 apr, mind damage)3.0 Encumbrance T5 mindstar 1H weapon [Ego+] Nature/Disrupt Weapon Damage 112% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% Damage Against +28% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's living mindstar of life (114% power, 40 apr, mind damage)3.0 Encumbrance T5 mindstar 1H weapon [Ego] Nature Weapon Damage 114% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) Damage +7% nature defense ------ Resistance +10% blight Life +28.00 Life Regen +1.40 Disease Resist +25% other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Aretha the dragonbone magestaff (146% power, 6 apr, lightning element)5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane Weapon Damage 146% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +5 Str +3 Dex offense ------ Spell Crit +5% Physical Power +15 (+7 eff.) Spellpower +47 (+10 eff.) Damage +37% lightning Ignore resists +10% physical Accuracy +10 (+5 eff.) defense ------ Unlife -60.00 life other ------- Mana/turn +0.31 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
Awakened Staff of Absorption (172% power, 60 apr, lightning element)7.0 Encumbrance T5 staff 2H weapon [Godslayer] Unknown Weapon Damage 172% Range: 1.0x-1.2x Uses 130% Mag Damage Arcane Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Accuracy +30 Ignore Armor +60 Attack Speed 100% While equipped: Stats +10 Mag +10 Wil offense ------ Spell Crit +15% Spellpower +48 (+10 eff.) Damage +60% lightning +60% fire +60% arcane +60% cold Ignore resists +30% lightning +30% fire +30% arcane +30% cold other ------- Max mana +100.00 Max positive +50.00 Max negative +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Galugar (129% power, 5 apr, darkness element) =res stun=5.0 Encumbrance T4 staff 2H weapon [Rare] Arcane Weapon Damage 129% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Critical power +15.00% Spellpower +20 (+4 eff.) Damage +25% darkness defense ------ Resistance +4% physical +15% light +9% mind Spell save +9 (+3 eff.) Poison Resist +20% Stun Resist +20% other ------- Max hate +2.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Getychak the dragonbone magestaff (147% power, 6 apr, lightning element) =channel, +38% dmg=5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane Weapon Damage 147% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +36 (+8 eff.) Damage +38% lightning Accuracy +20 (+10 eff.) Ignore Armor +4 defense ------ Armor +9 Hardiness +7% Physical save +7 (+2 eff.) other ------- Mana/turn +0.25 Max stamina +30.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
Haredor (129% power, 5 apr, blight element)5.0 Encumbrance T4 staff 2H weapon [Random Unique] Arcane Weapon Damage 129% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +4 Mag +5 Wil offense ------ Spell Crit +16% Spellpower +18 (+4 eff.) Damage +25% blight +6% arcane defense ------ Physical save +23 (+6 eff.) Spell save +29 (+7 eff.) Mind save +23 (+6 eff.) Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Mana-on-crit +2.00 Max mana +46.00 Max positive +5.00 Max negative +5.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Sleetpulverizer the dragonbone magestaff (136% power, 6 apr, cold element) =109 mana, crit=5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane Weapon Damage 136% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +3 Mag +4 Wil offense ------ Spell Crit +15% Spellpower +36 (+8 eff.) Damage +30% lightning +30% cold +30% arcane +30% fire Ignore resists +25% cold defense ------ Resistance +15% cold other ------- Max mana +109.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Torilesta the dragonbone starstaff (152% power, 6 apr, temporal element) =ignore shields=5.0 Encumbrance T5 staff 2H weapon [Rare] Arcane Weapon Damage 152% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +9 Wil offense ------ Spell Crit +5% Critical power +20.00% Spellpower +20 (+4 eff.) Damage +42% temporal Ignore resists +16% arcane Ignore Shields +32% When Hit 8 acid 6 blight other ------- Mana/turn +0.24 Max mana +109.54 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Unronarirand (136% power, 6 apr, blight element)5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane Weapon Damage 136% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +4 Dex +2 Mag +3 Wil offense ------ Spell Crit +13% Critical power +40.00% Spellpower +36 (+8 eff.) On-Hit 32 fire Damage +33% blight other ------- Mana/turn +0.31 Vim-on-crit +5.00 Max mana +89.00 Max vim +40.00 See Invisibility +27 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff of channeling (136% power, 6 apr, lightning element)5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane Weapon Damage 136% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +30 (+6 eff.) Damage +30% lightning other ------- Mana/turn +0.60 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
ethereal dragonbone magestaff of might (136% power, 6 apr, lightning element) =15 crit, 10 shieldpow=5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane Weapon Damage 136% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +15% Spellpower +19 (+4 eff.) Damage +30% lightning Ignore Shields +22% defense ------ Defense +25 (+5 eff.) Shield Power +10% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
greater dragonbone magestaff of greater warding (136% power, 6 apr, cold element) =ward elemental=5.0 Encumbrance T5 staff 2H weapon [Ego++] Arcane Weapon Damage 136% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +26 (+6 eff.) Damage +30% lightning +30% cold +30% arcane +30% fire defense ------ Armor +10 Defense +9 (+1 eff.) other ------- Wards +3 lightning +3 cold +3 arcane +3 fire Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
greater dragonbone starstaff of greater warding (136% power, 6 apr, physical element) =star wards=5.0 Encumbrance T5 staff 2H weapon [Ego++] Arcane Weapon Damage 136% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +23 (+5 eff.) Damage +30% physical +30% temporal +30% darkness +30% light defense ------ Armor +8 Defense +9 (+1 eff.) other ------- Wards +3 physical +3 temporal +3 darkness +3 light Talents +5 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
imbued dragonbone magestaff of might (136% power, 6 apr, lightning element) =MAIN=5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane Weapon Damage 136% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +15% Spellpower +15 (+3 eff.) Damage +30% lightning other ------- Talents +1 Command Staff On Spell Hit: 10% Lightning level 4 Staves designed for wielders of magic, by the greats of the art. |
imbued dragonbone vilestaff of fate (136% power, 6 apr, fire element) =saves, fireflash proc=5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane Weapon Damage 136% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +12% Spellpower +15 (+3 eff.) Damage +30% fire defense ------ Physical save +10 (+3 eff.) Spell save +11 (+3 eff.) Mind save +10 (+3 eff.) other ------- Talents +1 Command Staff On Spell Hit: 10% Fireflash level 3 Staves designed for wielders of magic, by the greats of the art. |
infernal dragonbone starstaff of might (136% power, 6 apr, darkness element) =crit, critpow=5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane Weapon Damage 136% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +15% Critical power +32.00% Spellpower +21 (+5 eff.) On-Hit 24 fire Damage +30% darkness other ------- See Invisibility +5 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal dragonbone vilestaff of wizardry (136% power, 6 apr, blight element) =37 critpow, +mana=5.0 Encumbrance T5 staff 2H weapon [Ego++] Arcane Weapon Damage 136% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +5 Mag +3 Wil offense ------ Spell Crit +5% Critical power +37.00% Spellpower +30 (+6 eff.) On-Hit 26 fire Damage +30% blight other ------- Max mana +71.00 See Invisibility +8 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magelord's dragonbone magestaff of channeling (136% power, 6 apr, lightning element) =112 mana, channel=5.0 Encumbrance T5 staff 2H weapon [Ego++] Arcane Weapon Damage 136% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Physical Crit +13.0% Spell Crit +5% Spellpower +35 (+7 eff.) On-Hit 22 arcane Damage +30% lightning other ------- Mana/turn +0.35 Max mana +112.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
shimmering dragonbone magestaff of power (136% power, 6 apr, fire element)5.0 Encumbrance T5 staff 2H weapon [Ego] Arcane Weapon Damage 136% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +34 (+7 eff.) Damage +30% fire other ------- Mana/turn +0.31 Max mana +99.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Grinochik the Blazewhisper (152% power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon Reqs Str 48 [Rare] Arcane Weapon Damage 152% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-Hit, radius 1 +20 fire While equipped: Stats +5 Str +5 Wil offense ------ Damage +9% lightning Ignore resists +20% acid defense ------ Resistance +15% mind +15% cold Spell save +15 (+4 eff.) Disease Resist +22% Teleport Resist +22% other ------- Light +3 One-handed war axes. |
quick voratun waraxe (150% power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon Reqs Str 48 [Ego+] Master Weapon Damage 150% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% While equipped: Stats +7 Dex offense ------ Combat Speed +10% Accuracy +19 (+9 eff.) One-handed war axes. |
Chargespike the drakeskin leather belt =phys save=1.0 Encumbrance T5 belt armor [Random Unique] Arcane/Nature/Master While equipped: offense ------ Damage +6% cold Ignore resists +25% lightning +10% cold +20% acid When Hit 2 acid 2 lightning defense ------ Armor +9 Defense +12 (+2 eff.) Resistance +10% light +13% darkness Physical save +21 (+6 eff.) Life Regen +2.20 Healmod +20% A belt that goes around your waist. |
Girdle of Preservation =tons of resists, saves=1.0 Encumbrance T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil defense ------ Resistance +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Physical save +15 (+4 eff.) Spell save +15 (+4 eff.) Mind save +15 (+4 eff.) Confus Resist +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
Neira's Memory =mana on crit=1.0 Encumbrance T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil defense ------ Confus Resist +30% Stun Resist +30% other ------- Mana-on-crit +3.00 Surround yourself with a magical shield (strength 775, based on Magic) for 11 turns. Uses 20 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
Xerota =phys save=1.0 Encumbrance T5 belt armor [Random Unique] Nature/Master/Psionic While equipped: offense ------ Mindpower +11 (+3 eff.) Damage +15% mind defense ------ Armor +15 Defense +13 (+2 eff.) Resistance +9% acid +9% temporal +9% darkness +9% fire +16% cold +9% lightning Physical save +34 (+9 eff.) Spell save +9 (+3 eff.) A belt that goes around your waist. |
Yaryhek1.0 Encumbrance T3 belt armor [Rare] Arcane While equipped: Stats +9 Mag +12 Wil offense ------ Spell Crit +5% Damage +6% temporal other ------- Light +3 See Invisibility +9 A belt that goes around your waist. |
drakeskin leather belt 'Yvyvea' =20 critpow, armor, s phys=1.0 Encumbrance T5 belt armor [Rare] Nature While equipped: Stats +8 Str +6 Con offense ------ Physical Crit +8.0% Critical power +20.00% Physical Power +15 (+7 eff.) Damage +6% physical defense ------ Armor +12 Defense +15 (+3 eff.) Physical save +15 (+4 eff.) other ------- Max stamina +30.00 Size +1 A belt that goes around your waist. |
monstrous hardened leather belt of transcendence =+17 phys save=1.0 Encumbrance T3 belt armor [Ego+] Nature/Psionic While equipped: Stats +5 Str +4 Con offense ------ Physical Power +8 (+4 eff.) Mindpower +5 (+2 eff.) defense ------ Physical save +17 (+5 eff.) other ------- Size +1 A belt that goes around your waist. |
skylord's drakeskin leather belt =saves=1.0 Encumbrance T5 belt armor [Ego+] Nature While equipped: Stats +5 Str +4 Dex +5 Wil +4 Cun defense ------ Physical save +18 (+5 eff.) Spell save +15 (+4 eff.) Mind save +15 (+4 eff.) A belt that goes around your waist. |
Cloth of Dreams (10 def, 0 armour)2.0 Encumbrance T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil offense ------ Mindpower +6 (+2 eff.) defense ------ Defense +10 (+2 eff.) Resistance +15% mind Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) other ------- Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Effective talent level: 4.5 Power cost 10 out of 25/25. Range 7 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Puts the target into a deep sleep for 5 turns, rendering it unable to act. Every 70 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Radiance (15 def, 0 armour) =15 def, 20 SP=2.0 Encumbrance T5 cloak armor [Unique] Arcane While equipped: Stats +10 Cun +10 Mag offense ------ Spellpower +20 (+4 eff.) Damage +25% light When Hit 30 blinding light defense ------ Defense +15 (+3 eff.) Resistance +30% light +30% darkness Max Resistance +10% light Category Bonus +0.20 Celestial This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
Serpentine Cloak (20 def, 0 armour)2.0 Encumbrance T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun offense ------ Damage +20% nature Ignore resists +20% nature defense ------ Defense +20 (+4 eff.) Poison Resist +50% other ------- Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike level 1 Cunning and malice seem to emanate from this cloak. |
Threads of Fate (10 def, 0 armour) =saves, res conf, 8 SP=2.0 Encumbrance T5 cloak armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +10 Lck offense ------ Spellpower +8 (+2 eff.) Damage +10% temporal defense ------ Defense +10 (+2 eff.) Resistance +20% temporal Max Resistance +10% temporal Physical save +20 (+5 eff.) Spell save +20 (+5 eff.) Mind save +20 (+5 eff.) Confus Resist +40% other ------- Masteries +0.10 Chronomancy/Timeline Threading +0.10 Chronomancy/Chronomancy +0.10 Spell/Divination See the Threads: Effective talent level: 2.5 Power cost 50 out of 50/50. Range melee/personal Cooldown: 35 Travel.spd instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 4 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
murderer's elven-silk cloak of conjuring (3 def, 0 armour) =crit,+97 mana=2.0 Encumbrance T5 cloak armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +4 Dex offense ------ Spell Crit +6% Critical power +22.00% Spellpower +7 (+2 eff.) Damage +13% arcane Ignore resists +11% arcane Accuracy +7 (+3 eff.) Ignore Armor +7 defense ------ Defense +3 (+0 eff.) other ------- Max mana +97.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Black Robe (6 def, 0 armour) =res blind, spell procs=2.0 Encumbrance T5 cloth armor [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun offense ------ Physical Power +10 (+5 eff.) Spellpower +30 (+6 eff.) defense ------ Defense +6 (+1 eff.) Resistance +15% all Spell save +25 (+6 eff.) Blind Resist +50% other ------- See Invisibility +10 On Spell Hit: 5% Blood Grasp level 3 On Spell Hit: 5% Soul Rot level 3 A silk robe, darker than the darkest night sky, it radiates power. |
Robe of the Archmage (10 def, 10 armour) =res sil 50,+12%dmg,2 mana=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 (+2 eff.) Resistance +10% lightning +10% cold +10% fire +10% arcane +13% all Spell save +20 (+5 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. |
Strikepall the elven-silk robe (0 def, 0 armour) =res pois,dis=2.0 Encumbrance T5 cloth armor [Random Unique] Nature While equipped: Stats +6 Con offense ------ Damage +6% lightning +25% fire +54% nature On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +6% light +3% cold +9% blight +43% fire +48% nature +15% all Poison Resist +41% Disease Resist +38% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
The Calm (15 def, 0 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun offense ------ Spellpower +20 (+4 eff.) Move Speed +10% Damage +25% lightning Ignore resists +15% lightning defense ------ Defense +15 (+3 eff.) Resistance +20% lightning +13% all Slow Projectiles +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
ancient elven-silk robe (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego+] Arcane While equipped: Stats +6 Mag offense ------ Damage +24% temporal +25% physical Ignore resists +9% temporal +11% physical defense ------ Resistance +15% all Anomaly Control +14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
ancient elven-silk robe of life (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego++] Arcane/Nature While equipped: Stats +8 Mag offense ------ Damage +6% temporal +16% physical Ignore resists +9% temporal +14% physical defense ------ Resistance +17% blight +15% all Anomaly Control +13 Life +76.00 Life Regen +4.70 Healmod +28% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dispeller's elven-silk robe of life (0 def, 0 armour) =res bli=2.0 Encumbrance T5 cloth armor [Ego++] Arcane/Nature While equipped: defense ------ Resistance +8% lightning +10% darkness +11% light +29% blight +10% fire +6% cold +15% all Physical save +20 (+5 eff.) Spell save +22 (+6 eff.) Mind save +19 (+5 eff.) Life +66.00 Life Regen +3.00 Healmod +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's elven-silk robe of Angolwen (0 def, 0 armour) =res silence, saves=2.0 Encumbrance T5 cloth armor [Ego++] Arcane/Psionic While equipped: Stats +4 Mag +4 Wil offense ------ Spellpower +15 (+3 eff.) Spellpower/crit +5 defense ------ Resistance +15% darkness +14% mind +15% all Physical save +19 (+5 eff.) Spell save +15 (+4 eff.) Mind save +30 (+8 eff.) Silence Resist +27% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Nimbuswaker' (0 def, 0 armour) =mana, 11 crit, 22 SP=2.0 Encumbrance T5 cloth armor [Random Unique] Arcane While equipped: offense ------ Spell Crit +11% Spellpower +22 (+5 eff.) Damage +17% acid +18% physical +21% darkness +15% fire +31% cold Ignore resists +5% acid +5% cold +5% lightning On-Hit (Melee): * 20% chance to reduce armor by 46% defense ------ Resistance +22% acid +18% physical +31% darkness +9% lightning +15% cold +16% fire +15% all other ------- Mana/turn +0.40 Max mana +90.00 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Scabgrit' (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +8 Cun offense ------ Spell Crit +13% Critical power +15.00% Spellpower +21 (+5 eff.) Ignore resists +25% nature When Hit 4 nature On-Hit (Melee): * 20% chance to slow global speed by 62% defense ------ Resistance +20% blight +5% arcane +15% all Life +86.00 Life Regen +5.90 Healmod +30% other ------- Mana/turn +0.40 Hate-on-crit +5.00 Psi-on-crit +3.00 Max mana +72.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe of Linaniil (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego+] Arcane While equipped: offense ------ Spell Crit +13% Spellpower +23 (+5 eff.) defense ------ Resistance +15% all other ------- Mana/turn +0.22 Max mana +73.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe of Linaniil (0 def, 0 armour) =10 crit=2.0 Encumbrance T5 cloth armor [Ego+] Arcane While equipped: offense ------ Spell Crit +10% Spellpower +26 (+6 eff.) defense ------ Resistance +15% all other ------- Mana/turn +0.20 Max mana +64.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing elven-silk robe of alchemy (0 def, 0 armour) =res elements=2.0 Encumbrance T5 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +6 Mag +7 Wil offense ------ Damage +15% acid +6% physical +20% fire +9% cold defense ------ Resistance +12% acid +10% physical +16% fire +14% cold +15% all other ------- Mana/turn +0.34 Psi/turn +0.19 Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing silk robe of light (+31%) (0 def, 0 armour) =res light, 0.17 mana=2.0 Encumbrance T4 cloth armor [Ego] Arcane/Psionic While equipped: Stats +5 Mag +5 Wil offense ------ Damage +21% light defense ------ Resistance +31% light +13% all other ------- Mana/turn +0.17 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering elven-silk robe of power (0 def, 0 armour) =79 mana, +16% dmg=2.0 Encumbrance T5 cloth armor [Ego+] Arcane While equipped: offense ------ Spellpower +20 (+4 eff.) Damage +23% arcane +16% all defense ------ Resistance +15% all other ------- Max mana +79.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering elven-silk robe of power (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego+] Arcane While equipped: offense ------ Spellpower +17 (+4 eff.) Damage +18% arcane +7% all defense ------ Resistance +15% all other ------- Max mana +59.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven elven-silk robe of life (0 def, 0 armour) =+21% lightning dmg=2.0 Encumbrance T5 cloth armor [Ego++] Nature While equipped: Stats +6 Str +6 Mag +6 Wil offense ------ Damage +21% lightning +5% physical +12% cold defense ------ Resistance +14% blight +10% cold +10% lightning +15% all Life +55.00 Life Regen +3.50 Healmod +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven elven-silk robe of lightning (+40%) (0 def, 0 armour) =+50% lightning dmg=2.0 Encumbrance T5 cloth armor [Ego+] Nature While equipped: Stats +6 Str +7 Mag +5 Wil offense ------ Damage +50% lightning +7% physical +10% cold defense ------ Resistance +40% lightning +10% cold +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken elven-silk robe of Linaniil (0 def, 0 armour) =169 mana=2.0 Encumbrance T5 cloth armor [Ego++] Arcane While equipped: Stats +4 Mag +4 Wil offense ------ Spell Crit +11% Spellpower +26 (+6 eff.) Damage +21% arcane +16% temporal defense ------ Resistance +15% all other ------- Mana/turn +0.20 Max mana +169.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant elven-silk robe of Angolwen (0 def, 0 armour) =res pois,dis,sil=2.0 Encumbrance T5 cloth armor [Ego++] Arcane/Nature While equipped: Stats +4 Mag +6 Wil +8 Con offense ------ Spellpower +15 (+3 eff.) Spellpower/crit +5 Damage +21% nature defense ------ Resistance +15% all Poison Resist +27% Disease Resist +43% Silence Resist +36% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant elven-silk robe of life (0 def, 0 armour) =res pois+diseas=2.0 Encumbrance T5 cloth armor [Ego++] Nature While equipped: Stats +6 Con offense ------ Damage +30% nature defense ------ Resistance +16% blight +15% all Life +47.00 Life Regen +1.50 Healmod +20% Poison Resist +41% Disease Resist +42% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aeredhema (0 def, 5 armour) =saves, +cun +wil=2.0 Encumbrance T5 feet armor [Rare] Psionic While equipped: Stats +6 Cun +10 Wil offense ------ Physical Crit +3.0% Physical Power +20 (+9 eff.) Damage +9% physical Ignore Armor +3 defense ------ Armor +5 Resistance +18% acid Physical save +15 (+4 eff.) Spell save +11 (+3 eff.) Mind save +11 (+3 eff.) other ------- Max stamina +30.00 A pair of boots made of leather. |
Boots of the Hunter (2 def, 12 armour) =res stun,armr,saves,life=3.0 Encumbrance T4 feet armor [Unique] Psionic While equipped: offense ------ Physical Power +12 (+6 eff.) Ignore Armor +15 defense ------ Armor +12 Defense +2 (+0 eff.) Fatigue +8% Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Life +80.00 Stun Resist +40% other ------- Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 32 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Scorched Boots (4 def, 4 armour)3.0 Encumbrance T5 feet armor [Unique] Arcane While equipped: offense ------ Spell Crit +6% Spellpower +13 (+3 eff.) Damage +15% blight +15% fire +15% darkness defense ------ Armor +4 Defense +4 (+0 eff.) Fatigue +8% Poison Storm: Effective talent level: 4.5 Power cost 30 out of 40/40. Range melee/personal Cooldown: 17 Travel.spd instantaneous Is: a spell Description: A furious storm of blighted poison rages around the caster in a radius of 4 for 9 turns. Each creature hit by the storm takes 36.97 blight damage and is poisoned for 147.89 blight damage over 4 turns. At talent level 2 you have a chance to inflict Insidious Blight, which reduces healing by 64%. At talent level 4 you have a chance to inflict Numbing Blight, which reduces all damage dealt by 37%. At talent level 6 you have a chance to inflict Crippling Blight, which causes talents to have a 29% chance of failure. Each possible effect is equally likely. The poison damage dealt is capable of a critical strike. The damage will increase with your Spellpower. The master blood mage Ru'Khan was the first orc to experiment with the power of the Sher'Tul farportals in the Age of Pyre. However, that first experiment was not particularly successful, and after the explosion of energy all that could be found of Ru'Khan was a pair of scorched boots. |
blood-soaked pair of drakeskin leather boots (0 def, 5 armour)2.0 Encumbrance T5 feet armor [Ego+] Master While equipped: offense ------ Physical Crit +4.0% Physical Power +6 (+3 eff.) Ignore Armor +7 defense ------ Armor +5 A pair of boots made of leather. |
reinforced pair of hardened leather boots of spellbinding (0 def, 8 armour) =spell cd -10%=2.0 Encumbrance T3 feet armor [Ego++] Arcane/Master While equipped: Stats +2 Mag defense ------ Armor +8 Resistance +8% acid +6% fire +7% lightning +7% cold other ------- Spell cooldown 10% A pair of boots made of leather. |
wanderer's pair of voratun boots of tirelessness (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Ego+] Master While equipped: Stats +4 Cun +4 Con defense ------ Armor +5 Fatigue +4% Physical save +20 (+5 eff.) Mind save +23 (+6 eff.) other ------- Stamina/turn +0.90 Max stamina +30.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Crown of Command (3 def, 6 armour)3.0 Encumbrance T3 head armor [Unique] Master While equipped: Stats +3 Con +10 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Armor +6 Defense +3 (+0 eff.) Fatigue +4% Resistance +8% physical other ------- Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Effective talent level: 2.5 Power cost 60 out of 60/60. Range melee/personal Cooldown: 34 Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 3 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 4 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Eye of the Forest (8 def, 0 armour) =res blind 100%=2.0 Encumbrance T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil offense ------ Damage +20% nature Ignore resists +15% nature defense ------ Defense +8 (+1 eff.) Mind save +12 (+3 eff.) Blind Resist +100% other ------- Infravision +2 See Stealth +15 See Invisibility +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Effective talent level: 3.5 Power cost 35 out of 35/35. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 10. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Fogwrecker (3 def, 0 armour)2.0 Encumbrance T5 head armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +18 Wil +8 Cun +4 Con offense ------ Mind Crit +7% On-Hit (Melee): * 20% chance to reduce damage dealt by 28% defense ------ Defense +3 (+0 eff.) Resistance +6% lightning +9% temporal +7% light +7% fire +6% nature +7% acid +6% blight +7% cold +7% darkness Physical save +10 (+3 eff.) Mind save +28 (+7 eff.) Unlife -20.00 life Healmod +10% Hateful Whisper: Puts all charms on 15 turn cooldown Effective talent level: 4.5 Power cost 15 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 217 Mind damage and spreads amongst your foes, dealing damage and feeding you 4.6 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 31% 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... |
Omniscience (7 def, 0 armour) =+max mind res, res confus=1.0 Encumbrance T5 head armor [Unique] Psionic While equipped: offense ------ Mind Crit +9% Mindpower +20 (+5 eff.) Ignore resists +10% mind defense ------ Defense +7 (+1 eff.) Resistance +15% mind Max Resistance +10% mind Mind save +25 (+7 eff.) Confus Resist +40% other ------- Psi-on-crit +6.00 Max psi +50.00 Infravision +5 Reveal the surrounding area (range 20). Uses 30 power out of 30/30 This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
Shimmerprophet (0 def, 5 armour) =mind save 61, res confus=3.0 Encumbrance T5 head armor [Random Unique] Master/Psionic While equipped: Stats +4 Str +3 Dex +1 Mag +3 Wil +5 Con defense ------ Armor +5 Fatigue +5% Resistance +34% mind +12% lightning Crit Resistance 5.00% Physical save +14 (+4 eff.) Mind save +61 (+16 eff.) Confus Resist +78% other ------- Infravision +1 Battle Cry: Puts all charms on 28 turn cooldown Effective talent level: 3.5 Power cost 28 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 6, lowering their Defense by 24 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Smolderwild (2 def, 0 armour) =res fire 46%=2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +12% acid +21% fire Ignore resists +20% acid +10% light When Hit 4 acid defense ------ Defense +2 (+0 eff.) Resistance +6% acid +46% fire A pointy cloth hat, very wizardly... |
bladed drakeskin leather cap of sanctity (0 def, 5 armour)2.0 Encumbrance T5 head armor [Ego++] Arcane/Master While equipped: Stats +11 Str defense ------ Armor +5 Fatigue +5% Resistance +12% blight +14% darkness Spell save +12 (+3 eff.) Mind save +12 (+3 eff.) Circle of Sanctity: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 3.5 Power cost 30 out of 30/30. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 30 light damage to everyone else who enters. The circle lasts 5 turns. A cap made of leather. |
bladed voratun helm (0 def, 5 armour)3.0 Encumbrance T5 head armor [Ego+] Master While equipped: Stats +12 Str defense ------ Armor +5 Fatigue +5% Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 4.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 161.6 Physical damage. If the attack hits, the target is confused (37% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dragonslayer's drakeskin leather cap of sanctity (0 def, 5 armour) =silence circle=2.0 Encumbrance T5 head armor [Ego++] Arcane/Nature While equipped: defense ------ Armor +5 Fatigue +5% Resistance +11% acid +11% darkness +8% blight +7% fire +9% cold +13% lightning Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Circle of Sanctity: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 4.5 Power cost 30 out of 30/30. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 34 light damage to everyone else who enters. The circle lasts 5 turns. A cap made of leather. |
elven-silk wizard hat 'Radheregondur' (3 def, 0 armour)2.0 Encumbrance T5 head armor [Rare] Arcane While equipped: offense ------ Mindpower +33 (+9 eff.) Damage +15% arcane defense ------ Defense +3 (+0 eff.) Resistance +8% lightning +8% temporal +7% light +8% fire +7% nature +8% acid +8% blight +8% cold +8% darkness Spell save +20 (+5 eff.) Out-of-Phase Defense +16 Out-of-Phase Resistance +16% Out-of-Phase Resilience +16% other ------- Vim-on-crit +2.24 Max psi +40.00 A pointy cloth hat, very wizardly... |
elven-silk wizard hat of knowledge (3 def, 0 armour)2.0 Encumbrance T5 head armor [Ego+] Psionic While equipped: Stats +5 Cun +6 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Defense +3 (+0 eff.) A pointy cloth hat, very wizardly... |
elven-silk wizard hat of the Brotherhood (3 def, 0 armour)2.0 Encumbrance T5 head armor [Ego+] Arcane While equipped: Stats +4 Mag +5 Con offense ------ Damage +11% arcane defense ------ Defense +3 (+0 eff.) Arcane Eye: (Instant) Puts all charms on 10 turn cooldown Effective talent level: 8.5 Power cost 10 out of 10/10. Range melee/personal Cooldown: 7 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 35 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 11 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. A pointy cloth hat, very wizardly... |
mindcaging drakeskin leather cap of blood magic (0 def, 5 armour) =res confus 34=2.0 Encumbrance T5 head armor [Ego++] Arcane/Psionic While equipped: Stats +8 Mag +4 Wil offense ------ Spell Crit +3% Damage +15% blight +13% arcane defense ------ Armor +5 Fatigue +5% Resistance +15% mind Mind save +19 (+5 eff.) Confus Resist +34% A cap made of leather. |
thaloren hardened leather cap of sanctity (0 def, 3 armour) =saves=2.0 Encumbrance T3 head armor [Ego++] Arcane/Master While equipped: Stats +4 Wil defense ------ Armor +3 Fatigue +3% Resistance +14% blight +8% darkness Spell save +5 (+2 eff.) Mind save +14 (+4 eff.) Circle of Sanctity: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 5.5 Power cost 30 out of 30/30. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 38 light damage to everyone else who enters. The circle lasts 6 turns. A cap made of leather. |
voratun helm of ire (0 def, 5 armour) =saves=3.0 Encumbrance T5 head armor [Ego+] Master While equipped: Stats +3 Str +4 Con defense ------ Armor +5 Fatigue +5% Physical save +14 (+4 eff.) Mind save +9 (+3 eff.) Battle Cry: Puts all charms on 28 turn cooldown Effective talent level: 3.5 Power cost 28 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 6, lowering their Defense by 24 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
warlord's voratun helm (0 def, 5 armour)3.0 Encumbrance T5 head armor [Ego+] Nature While equipped: Stats +6 Str +6 Wil offense ------ Physical Power +12 (+6 eff.) defense ------ Armor +5 Fatigue +5% Resistance +12% physical Physical save +11 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
duelist's drakeskin leather armour (28 def, 16 armour)9.0 Encumbrance T5 light armor [Ego+] Master While equipped: Stats +8 Cun +7 Dex defense ------ Armor +16 Defense +28 (+5 eff.) Fatigue +8% A suit of armour made of leather. |
Tempestshear (0 def, 16 armour)17.0 Encumbrance T5 massive armor Reqs - Massive armour training ,Str 60 [Rare] Arcane While equipped: offense ------ Spell Crit +9% Critical power +22.63% Damage +9% blight Ignore resists +28% arcane When Hit 6 lightning defense ------ Armor +16 Fatigue +22% Resistance +28% temporal other ------- Mana-on-crit +2.26 Vim-on-crit +2.26 A suit of armour made of metal plates. |
prismatic voratun plate armour of fire resistance (0 def, 16 armour)17.0 Encumbrance T5 massive armor Reqs - Massive armour training ,Str 60 [Ego] Arcane/Master While equipped: defense ------ Armor +16 Fatigue +22% Resistance +28% fire +17% light +20% darkness A suit of armour made of metal plates. |
rejuvenating voratun plate armour of Eyal (0 def, 16 armour)17.0 Encumbrance T5 massive armor Reqs - Massive armour training ,Str 60 [Ego+] Nature While equipped: defense ------ Armor +16 Fatigue +22% Life +64.00 Life Regen +18.40 Healmod +17% other ------- Stamina/turn +1.30 A suit of armour made of metal plates. |
quiver of dragonbone arrows of corruption (24/24, 168% power, 18 apr)3.0 Encumbrance T5 arrow ammo Reqs Dex 48 [Ego+] Arcane Weapon Damage 168% Range: 1.0x-1.4x Uses 50% Str, 70% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +18 Critical Rate +3.0% Capacity 24 On Hit: 20% Curse of Impotence level 5 Arrows are used with bows to pierce your foes to death. |
49 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+1 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Goedalath Rock0.1 Encumbrance T5 demonic gem [Unique] Arcane While carried: When Hit 34 healing Mind save -18 (-6 eff.) Life Regen -2.00 Healmod -50% Light -2 Item imbue powers: Physical Power +12 (+6 eff.) Spellpower +16 (+4 eff.) Damage +9% all When Hit 34 darkness Healmod +50% Infravision +3 See Invisibility +14 Telepathy Demon/Major Demon/Minor Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
Salerimiwe (dig speed 14 turns)3.0 Encumbrance T3 digger tool [Random Unique] Nature/Master While equipped: Stats +1 Cun +4 Str offense ------ Damage +6% nature When Hit 4 temporal defense ------ Fatigue -6% Resistance +6% fire +13% nature +6% darkness Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
brutal voratun pickaxe (dig speed 11 turns)3.0 Encumbrance T5 digger tool [Ego+] Master While equipped: Stats +3 Str offense ------ Critical power +17.00% Physical Power +8 (+4 eff.) Ignore Armor +7 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
9 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. |
10 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+5 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Dúathedlen Heart =+max res light=1.0 Encumbrance T4 lite [Unique] Arcane While equipped: Stats +5 Mag offense ------ Physical Power +7 (+4 eff.) On-Hit 20 darkness defense ------ Resistance +30% light Max Resistance +10% light other ------- Light -1000 Infravision +7 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness On Spell Hit: 15% Invoke Darkness level 4 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
Eldritch Pearl =6 light, 12 SP=0.0 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 (+6 eff.) Spellpower +12 (+3 eff.) other ------- Light +6 Breathe water Tidal Wave: Effective talent level: 7.2 Power cost 80 out of 150/150. Range melee/personal Cooldown: 7 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 64.30 cold damage and 65.40 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. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(158 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Umbraphage =MAIN=0.0 Encumbrance T3 lite [Unique] Psionic While equipped: offense ------ Mindpower +10 (+3 eff.) Damage +15% light +15% darkness Ignore resists +10% darkness defense ------ Resistance +20% darkness Affinity +20% darkness Mind save +10 (+3 eff.) other ------- Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 282.48 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
Wintertide Phial =cleanse 5 mental=2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +2 Infravision +7 Cleanse your mind of up to 6 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
dreamer's alchemist's lamp of clarity =mind save=1.0 Encumbrance T3 lite [Ego+] Psionic While equipped: offense ------ Mind Crit +6% Mindpower +9 (+3 eff.) defense ------ Mind save +13 (+4 eff.) other ------- Light +4 See Stealth +8 See Invisibility +11 A normal brass lantern, enhanced by alchemy to make it brighter. |
dwarven lantern of the sun1.0 Encumbrance T5 lite [Ego+] Arcane While equipped: offense ------ Damage +10% light defense ------ Resistance +9% darkness Affinity +5% light other ------- Light +7 Sun Flare: Puts all charms on 30 turn cooldown Effective talent level: 4.5 Power cost 30 out of 30/30. Range melee/personal Cooldown: 9 Travel.spd instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 316.91 light damage. At talent level 3 you gain 48% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
survivor's alchemist's lamp of corpselight =undead=1.0 Encumbrance T3 lite [Ego+] Arcane/Nature While equipped: offense ------ Spell Crit +4% Spellpower +5 (+1 eff.) defense ------ Resistance +7% blight +8% darkness Physical save +10 (+3 eff.) Healmod +10% other ------- Light +4 Infravision +4 See Invisibility +7 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 turn cooldown Effective talent level: 2.5 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 41 blight damage or heals 54 life. Creatures standing in the retch also have 20% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
survivor's alchemist's lamp of health =+53 life=1.0 Encumbrance T3 lite [Ego] Nature While equipped: defense ------ Physical save +8 (+2 eff.) Life +53.00 Healmod +16% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Bladed Rift =summon blade=2.0 Encumbrance T5 misc tool [Unique] Arcane/Psionic While equipped: offense ------ Spellpower +10 (+2 eff.) Mindpower +10 (+3 eff.) On-Hit 25 phys.bleed Damage +10% temporal +5% physical When Hit 25 phys.bleed defense ------ Resistance +15% temporal Animate Blade: Effective talent level: 6.5 Power cost 15 out of 25/25. Range 10 Cooldown: 1 Travel.spd instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Fortune's Eye =saves, def=2.0 Encumbrance T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun offense ------ Accuracy +12 (+6 eff.) Ignore Armor +12 defense ------ Defense +12 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) other ------- See Stealth +12 See Invisibility +12 Track: Effective talent level: 3.5 Power cost 18 out of 35/35. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 28 for 6 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
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. |
Dragon Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
15 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. |
18 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. |
6 ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Gwai's Burninator =much fire dmg=2.0 Encumbrance T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 669.24 fire damage (based on Magic). Uses 50 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1) =own cd=2.0 Encumbrance rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 796.08 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
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. |
psychokinetic pouch of voratun shots of erosion (20/20, 168% power, 6 apr)3.0 Encumbrance T5 shot ammo Reqs Dex 48 [Ego+] Nature/Psionic Weapon Damage 168% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +7.0% Capacity 20 On-ranged-hit +14 nature +20 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 228 physical damage Shots are used with slings to pummel your foes to death. |
Poleldath the voratun torque of clear mind [power 4] (25 cooldown)2.0 Encumbrance T5 torque charm [Random Unique] Psionic While equipped: offense ------ Ignore resists +5% mind defense ------ Resistance +6% lightning +5% arcane +9% mind +3% light Remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to increase the duration of 2 beneficial effects by 2. 100% to increase all damage penetration by 26% for 2 turns. 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
cleansing voratun torque of mindblast [power 385] (15 cooldown)2.0 Encumbrance T5 torque charm [Ego+] Psionic Blast the opponent's mind dealing 411 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
cleansing voratun torque of mindblast [power 475] (15 cooldown) =cleanse dis,wnd,pois=2.0 Encumbrance T5 torque charm [Ego+] Psionic Blast the opponent's mind dealing 508 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
cleansing voratun torque of psionic shield [power 161] (25 cooldown)2.0 Encumbrance T5 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 161 for 5 turns Puts all charms on 25 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
overpowered stralite torque of mindblast [power 410] (22 cooldown) =silences=2.0 Encumbrance T4 torque charm [Ego] Psionic Blast the opponent's mind dealing 438 mind damage and silencing them for 4 turns Puts all charms on 22 turn cooldown Torques are made by powerful psionics to store psionic powers. |
overpowered voratun torque of psionic shield [power 281] (35 cooldown)2.0 Encumbrance T5 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 281 for 5 turns Puts all charms on 35 turn cooldown Torques are made by powerful psionics to store psionic powers. |
piercing voratun torque of gale force [power 470] (15 cooldown)2.0 Encumbrance T5 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking all creatures back 14 spaces and dealing 559 physical damage Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 28% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
powerful voratun torque of clear mind [power 5] (25 cooldown)2.0 Encumbrance T5 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 5 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to increase all damage by 27% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
quick stralite torque of clear mind [power 2] (17 cooldown)2.0 Encumbrance T4 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 17 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Tree of Life =res bli,nat=2.0 Encumbrance T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con offense ------ Mindpower +7 (+2 eff.) Damage +20% nature defense ------ Resistance +20% blight +20% nature Healmod +25% other ------- Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 10 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
cleansing dragonbone totem of healing [power 464] (15 cooldown) =cleanse dis,wnd,pois=2.0 Encumbrance T5 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 464 Puts all charms on 15 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. |
overpowered dragonbone totem of healing [power 776] (19 cooldown)2.0 Encumbrance T5 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 776 Puts all charms on 19 turn cooldown Natural totems are made by powerful wilders to store nature power. |
powerful dragonbone totem of stinging [power 476] (15 cooldown) =+30% dam for 2 turns=2.0 Encumbrance T5 totem charm [Ego+] Nature Sting an enemy dealing 509 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to increase all damage by 30% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Lightbringer's Wand =own cd=2.0 Encumbrance T3 wand charm [Unique] Arcane While equipped: offense ------ Damage +10% light When Hit 18 light defense ------ Resistance +12% darkness +12% light Spell save +15 (+4 eff.) other ------- Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 149 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 35 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
Void Shard =own cd=2.0 Encumbrance T5 wand charm [Unique] Arcane While equipped: Stats +8 Mag offense ------ Spellpower +10 (+2 eff.) Damage +12% darkness +12% temporal When Hit 16 void defense ------ Resistance +10% darkness +10% temporal Release a radius 2 burst of void energy at up to range 5, dealing 252.52 temporal and 252.52 darkness damage (based on Magic). Uses 20 power out of 40/40 This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
dragonbone wand of lightning storm 'Venombane' [power 506] (15 cooldown) =clenase diseas,wound,pois=2.0 Encumbrance T5 wand charm [Random Unique] Arcane While equipped: offense ------ Damage +6% fire When Hit 4 nature On-Hit (Melee): * 10% chance to slow global speed by 62% defense ------ Resistance +6% nature +9% fire Create a radius 3 storm for 5 turns. Each turn, creatures within take 199 lightning damage and will be dazed for 1 turn (997 total damage) Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 17% for 2 turns. 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elven-wood wand of lightning storm 'Dairysarim' [power 338] (15 cooldown) =crit 8%, sp/crit=2.0 Encumbrance T4 wand charm [Rare] Arcane While equipped: offense ------ Spell Crit +8% Spellpower +20 (+4 eff.) Spellpower/crit +8 When Hit 10 mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 34 defense ------ Spell save +15 (+4 eff.) Create a radius 3 storm for 5 turns. Each turn, creatures within take 133 lightning damage and will be dazed for 1 turn (666 total damage) Puts all charms on 15 turn cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
focusing dragonbone wand of lightning storm [power 404] (15 cooldown)2.0 Encumbrance T5 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 159 lightning damage and will be dazed for 1 turn (796 total damage) Puts all charms on 15 turn cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
warded dragonbone wand of conjuration [power 420] (15 cooldown) =wards=2.0 Encumbrance T5 wand charm [Ego+] Arcane While equipped: other ------- Wards +4 lightning +4 cold +3 light +3 acid Talents +1 Ward Fire a magical bolt dealing 827 lightning damage Puts all charms on 15 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
warded dragonbone wand of shielding [power 518] (20 cooldown) =ward bli,temp,mind,light=2.0 Encumbrance T5 wand charm [Ego+] Arcane While equipped: other ------- Wards +4 blight +4 temporal +4 mind +4 light Talents +1 Ward Create a shield absorbing up to 912 damage on yourself and all friendly characters within 10 spaces for 5 turns Puts all charms on 20 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Pearl of Life and Death2.0 Encumbrance white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Damage +7% all Resistance +7% all Stun Resist +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
16 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. |
17 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+3 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. |
14 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. |
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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By ArchMage1 the Cornac Archmage level 32
17th Pyre 124th year of Ascendancy at 06:15 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By ArchMage1 the Cornac Archmage level 47
69th Regrowth 125th year of Ascendancy at 06:58 see stats
Against all odds
Killed Ukruk in the ambush.By ArchMage1 the Cornac Archmage level 32
79th Regrowth 124th year of Ascendancy at 09:14 see stats
Anti-Antimagic!
Destroyed the Ziguranth camp with your Rhaloren allies.By ArchMage1 the Cornac Archmage level 30
31st Regrowth 124th year of Ascendancy at 04:40 see stats
Arachnophobia
Destroyed the spydric menace.By ArchMage1 the Cornac Archmage level 35
2nd Summertide 124th year of Ascendancy at 12:57 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By ArchMage1 the Cornac Archmage level 37
6th Dusk 124th year of Ascendancy at 11:58 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By ArchMage1 the Cornac Archmage level 41
1st Decay 124th year of Ascendancy at 07:34 see stats
Brave new world
Went to the Far East and took part in the war.By ArchMage1 the Cornac Archmage level 34
7th Mirth 124th year of Ascendancy at 08:48 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By ArchMage1 the Cornac Archmage level 13
32nd Dusk 122nd year of Ascendancy at 12:49 see stats
Destroyer of the creation
Killed Slasul.By ArchMage1 the Cornac Archmage level 36
6th Flare 124th year of Ascendancy at 12:53 see stats
Destroyer's bane
Killed Golbug the Destroyer.By ArchMage1 the Cornac Archmage level 33
24th Pyre 124th year of Ascendancy at 22:47 see stats
Dragon's Greed
Amassed 8000 gold pieces.By ArchMage1 the Cornac Archmage level 47
71st Regrowth 125th year of Ascendancy at 16:23 see stats
Evil denied
Won ToME by preventing the Void portal from opening.By ArchMage1 the Cornac Archmage level 50
4th Dusk 125th year of Ascendancy at 13:23 see stats
Exterminator
Killed 1000 creatures.By ArchMage1 the Cornac Archmage level 19
54th Haze 122nd year of Ascendancy at 12:02 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By ArchMage1 the Cornac Archmage level 29
61st Haze 123rd year of Ascendancy at 01:50 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By ArchMage1 the Cornac Archmage level 50
7th Flare 125th year of Ascendancy at 09:13 see stats
Gem of the Moon
Completed the Master Jeweler quest with Limmir.By ArchMage1 the Cornac Archmage level 50
59th Pyre 125th year of Ascendancy at 10:53 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By ArchMage1 the Cornac Archmage level 31
68th Regrowth 124th year of Ascendancy at 14:42 see stats
Level 10
Got a character to level 10.By ArchMage1 the Cornac Archmage level 10
6th Mirth 122nd year of Ascendancy at 21:19 see stats
Level 20
Got a character to level 20.By ArchMage1 the Cornac Archmage level 20
74th Haze 122nd year of Ascendancy at 09:11 see stats
Level 30
Got a character to level 30.By ArchMage1 the Cornac Archmage level 30
78th Haze 123rd year of Ascendancy at 17:43 see stats
Level 40
Got a character to level 40.By ArchMage1 the Cornac Archmage level 40
53rd Haze 124th year of Ascendancy at 19:31 see stats
Level 50
Got a character to level 50.By ArchMage1 the Cornac Archmage level 50
3rd Pyre 125th year of Ascendancy at 04:12 see stats
Lucky Girl
Saved Melinda again and invited her to the Fortress to cure her.By ArchMage1 the Cornac Archmage level 32
17th Pyre 124th year of Ascendancy at 05:09 see stats
Orbituary
Stabilized the Abashed Expanse to maintain it in orbit.By ArchMage1 the Cornac Archmage level 2
74th Pyre 122nd year of Ascendancy at 22:57 see stats
Orcrist
Killed the leaders of the Orc Pride.By ArchMage1 the Cornac Archmage level 50
41st Pyre 125th year of Ascendancy at 17:45 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By ArchMage1 the Cornac Archmage level 50
9th Mirth 125th year of Ascendancy at 22:28 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By ArchMage1 the Cornac Archmage level 18
27th Haze 122nd year of Ascendancy at 19:01 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By ArchMage1 the Cornac Archmage level 28
50th Haze 123rd year of Ascendancy at 03:31 see stats
Size is everything
Did over 1500 damage in one attack.By ArchMage1 the Cornac Archmage level 47
80th Regrowth 125th year of Ascendancy at 04:35 see stats
Size matters
Did over 600 damage in one attack.By ArchMage1 the Cornac Archmage level 23
79th Pyre 123rd year of Ascendancy at 02:34 see stats
Sliders
Activated a portal using the Orb of Many Ways.By ArchMage1 the Cornac Archmage level 34
25th Pyre 124th year of Ascendancy at 00:20 see stats
Tactical master
Fought the two Sorcerers without closing any invocation portals.By ArchMage1 the Cornac Archmage level 50
4th Dusk 125th year of Ascendancy at 13:23 see stats
The Arena
Unlocked Arena mode.By ArchMage1 the Cornac Archmage level 11
7th Mirth 122nd year of Ascendancy at 22:12 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By ArchMage1 the Cornac Archmage level 50
24th Pyre 125th year of Ascendancy at 12:28 see stats
The Sun Still Shines
Aeryn survived the last battle.By ArchMage1 the Cornac Archmage level 50
4th Dusk 125th year of Ascendancy at 13:23 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By ArchMage1 the Cornac Archmage level 38
24th Dusk 124th year of Ascendancy at 14:39 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By ArchMage1 the Cornac Archmage level 20
9th Pyre 123rd year of Ascendancy at 01:31 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By ArchMage1 the Cornac Archmage level 32
22nd Pyre 124th year of Ascendancy at 10:28 see stats
Treasure Hunter
Amassed 1000 gold pieces.By ArchMage1 the Cornac Archmage level 18
27th Haze 122nd year of Ascendancy at 19:01 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By ArchMage1 the Cornac Archmage level 31
78th Regrowth 124th year of Ascendancy at 20:21 see stats
Log
Ran for 2 turns (stop reason: interesting terrain).
--------------------------------
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: interesting terrain).
--------------------------------
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
You pickup 1.90 gold pieces.
Ran for 6 turns (stop reason: interesting terrain).
--------------------------------
You don't see how to get there...
--------------------------------
Ran for 2 turns (stop reason: interesting terrain).
--------------------------------
Ran for 2 turns (stop reason: interesting terrain).
--------------------------------
Ran for 2 turns (stop reason: interesting terrain).
--------------------------------
Ran for 2 turns (stop reason: interesting terrain).
--------------------------------
The furious lightning storm around ArchMage1 calms down and disappears.










































































































































































