











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Items Vault 1.7.6Donators/Buyers bonus! Combat Turn Separators 1.7.6Combat Turn Separators (non-intrusive)This addon provides a compact, non-intrusive display of combat turn information in the game log. It helps you follow fights by showing turn counts and recent turn activity. The display is intentionally lightweight and lives in the log area so it complements existing UI and other addons.
Notes
Contributions, bug reports, and improvements are welcome at https://github.com/cmtjk/tome-combat-turn-separators. Version history
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Low Health Popup 1.7.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Auto Use Tweaks 1.5.5Tweaks the auto use options for talents.
It has 106 options currently, to cover most situations. Bind multiple to left click [don't forget alt+shift+o for this] Talents requiring an enemy will not auto-use if under 50%mana or 25%vim or 25%stam. Changelog (cause comment system's busted): 2/5/2018 Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Berserker |
| Level / Exp | 32 / 60% |
| Size | big |
| Lifes / Deaths | Killed by Xolle the sandworm at level 22 on the 38th Steel 123rd year of Ascendancy at 18:43 / 2Killed by Emoganor the skeleton archer at level 32 on the 19th Dearth 123rd year of Ascendancy at 09:32 |
Primary Stats
| Strength | 135 (base 60) |
| Dexterity | 37 (base 28) |
| Constitution | 39 (base 28) |
| Magic | 11 (base 10) |
| Willpower | 32 (base 10) |
| Cunning | 47 (base 32) |
Resources
| Life | -31/1201 |
| Stamina | 61/310 |
| Healing Factor | 1.2162543368031 |
| Regeneration | 9.3256872627914 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 32.679862542722 |
| See Invisible | 32.679862542722 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 206 |
| Accuracy | 53 |
| Crit Chance | 75% |
| APR | 36 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +9% |
| Physical | +37% |
| Fire | +6% |
| All | 0% |
Offense: Damage Penetration
| Light | +10% |
| Blight | +10% |
| Physical | +5% |
| Fire | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 75.08934837382 (81.151787968034%) |
| Defense | 36 |
| Ranged Defense | 36 |
| Fatigue | 0 |
| Physical Save | 82 |
| Spell Save | 61 |
| Mental Save | 56 |
Defense: Resistances
| Lightning | + 56%( 73%) |
| Acid | + 28%( 73%) |
| Light | + 24%( 73%) |
| Cold | + 62%( 73%) |
| Mind | + 24%( 73%) |
| Physical | + 14%( 73%) |
| Fire | + 51%( 73%) |
| All | + 10%( 73%) |
Defense: Immunities
| Disarm Resistance | 0% |
| Stun Resistance | 56% |
| Pinning Resistance | 0% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 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 496% 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 Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 99 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 310 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 61 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Technique / Bloodthirst | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a 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. | active |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)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 failed to protect the lost defiler from death by Ekber. Escort: lost defiler (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Strength by +5. | done |
You failed to protect the lost warrior from death by Neriba the dragon turtle. Escort: lost warrior (level 3 of Trollmire) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 50. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed vial of squid ink. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of the savior. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed black mamba head. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed red crystal shard. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed electric eel tail. * You've found the needed orc heart. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Emuna the pair of hardened leather boots (10 def, 11 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +4 Dex +3 Cun +8 Lck dps ---------- Dmg.mod +9% mind ----- def ----- Armour +11 Defense +10 (+4 eff.) Resists +12% lightning Stealth +8 Max.HP +100.00 A pair of boots made of leather. |
| Light source | brass lantern 'Flashbrace'2.0 T1 lite [Rare] Master While equipped: Stats +2 Cun +2 Str dps ---------- Crit.mult +5.00% Dmg.mod +6% fire Res.pen +5% fire ----- def ----- Phys.save +12 (+2 eff.) ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+2 eff.) Spell.save +12 (+3 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | Islaldawen [power 165] (12 cooldown) =physdmg15-res4=2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Phys.crit +6.0% Dmg.mod +15% physical Melee Ret 6 acid On Hit (Melee): * 20% chance to reduce armor by 16% ----- def ----- Resists +4% physical Crit.chn- 15.00% Fire a magical bolt dealing 175 fire damage Puts all charms on 12 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. |
| On fingers | warrior's steel ring of perseverance =stunres26=0.1 T2 ring jewelry [Ego] Master While equipped: Stats +4 Str ----- def ----- Armour +8 HP.reg +2.00 Stun/Frz- +26% Rings make your fingers look great! |
| On fingers | gold quartz ring0.1 T3 ring jewelry [Ego+] Arcane While equipped: ----- def ----- Resists +15% acid +16% fire +18% lightning +10% cold Stun/Frz- +30% Rings make your fingers look great! |
| Around waist | reinforced hardened leather belt of recklessness1.0 T3 belt armor [Ego++] Master While equipped: dps ---------- Phys.crit +5.0% Crit.mult +9.00% Phys.pwr +5 (+1 eff.) ----- def ----- Armour +9 Defense +8 (+4 eff.) Phys.save +15 (+3 eff.) A belt that goes around your waist. |
| In main hand | Isiriamira (155% power, 3 apr)3.0 T4 battleaxe 2H weapon [Random Unique] Master/Psionic Power 155% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% Melee+ +19 mind On Hit: * 20% chance to slow global speed by 46% * 20% chance to reduce all saves and defense by 20 While equipped: Stats +5 Cun +5 Wil dps ---------- Phys.crit +26.0% Crit.mult +48.00% Apr +26 ----- def ----- Crit.chn- 5.00% Phys.save +12 (+2 eff.) Knockbk- +20% Massive two-handed battleaxes. |
| On hands | Layiyata the rough leather gloves (0 def, 1 armour) =sand=1.0 T1 hands armor [Rare] Psionic While equipped: Stats +3 Dex dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +12% physical Res.pen +5% physical ----- def ----- Armour +1 Phys.save +12 (+2 eff.) HP.reg +2.00 ---------- misc Stam/turn +0.70 Max.stam +44.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Gugaba the Sunpunish (0 def, 24 armour)17.0 T4 massive armor Reqs Massive armour training [Random Unique] Nature/Master While equipped: Stats +3 Str +4 Dex +3 Mag +1 Con dps ---------- Res.pen +10% light ----- def ----- Armour +24 Fatigue +14% Resists +5% acid +9% cold +21% lightning Phys.save +7 (+1 eff.) ---------- misc Breathe water A suit of armour made of metal plates. |
| Cloak | cashmere cloak 'Blizzardcutter' (6 def, 0 armour)2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +2 Str +2 Con dps ---------- Res.pen +10% blight Acc +21 (+6 eff.) Melee Ret 6 blight ----- def ----- Defense +6 (+3 eff.) Fatigue -6% Resists +13% fire +15% light +21% cold Stealth +8 Max.HP +61.00 ---------- misc Max.stam +18.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | gold amulet 'Obsidiangore'0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Melee Ret 2 darkness On Hit (Melee): * 10% chance to reduce all saves and defense by 20 ----- def ----- Armour +5 Defense +6 (+3 eff.) Resists +17% fire +15% mind +18% cold Res.Cap +3% all Phys.save +26 (+5 eff.) Spell.save +16 (+4 eff.) Mind.save +14 (+4 eff.) Amulets make your neck look great! |
Inventory
movement infusion of the psychic (speed 637%; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 637% 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 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 (res 18%; magical, physical; dur 3; cd 12)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous 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 18% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 17%; magical, physical; dur 2; cd 10)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous 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 17% 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 (res 16%; physical; dur 3; cd 10)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 16% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 23%; mental; dur 2; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous 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 23% 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 25%; mental, physical; dur 3; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd 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 25% 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 wizard (res 17%; mental; dur 4; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous 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 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous 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. |
blink rune (range 4; phase 10; cd 10)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the duelist (range 7; phase 19; cd 17)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 17 Travel.spd instantaneous 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 Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the warrior (range 8; phase 36; cd 18)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 8 Cooldown 18 Travel.spd instantaneous 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 36%, your defense is increased by 36 and all your resistances by 36%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the wizard (range 4; phase 13; cd 15)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 13%, your defense is increased by 13 and all your resistances by 13%. Its effects scale with your 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 38; cd 13)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 38 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 wizard (absorb 47; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 47 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 53; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 53 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the duelist (range 116; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 116 with a minimum range of 15. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the warrior (range 178; cd 10)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 178 with a minimum range of 15. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Blazebrawn the copper amulet =ltngres12=0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Dex dps ---------- Melee Ret 4 acid ----- def ----- Resists +3% blight +3% fire +3% light +12% lightning Amulets make your neck look great! |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+3 eff.) Spell.save +15 (+4 eff.) Mind.save -7 (-2 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Halahir the gold amulet =ltngres21=0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Str +2 Con dps ---------- Phys.crit +3.0% ----- def ----- Resists +21% lightning +14% fire +16% cold ---------- misc Max.stam +20.00 Amulets make your neck look great! |
Sparkmaim0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun +3 Str dps ---------- Acc +20 (+6 eff.) Apr +3 ----- def ----- Armour +6 Resists +6% lightning ---------- misc Stam/turn +3.00 Amulets make your neck look great! |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets make your neck look great! |
copper amulet of murder0.1 T1 amulet jewelry [Ego+] Master While equipped: dps ---------- Crit.mult +10.00% Acc +6 (+2 eff.) Apr +11 Amulets make your neck look great! |
restful steel amulet of constitution (+2)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Fatigue -4% HP.reg +2.00 Amulets make your neck look great! |
savior's steel amulet0.1 T2 amulet jewelry [Ego+] Master While equipped: ----- def ----- Phys.save +13 (+3 eff.) Spell.save +12 (+3 eff.) Mind.save +10 (+3 eff.) Amulets make your neck look great! |
vitalizing steel amulet of strength (+4)0.1 T2 amulet jewelry [Ego+] Nature While equipped: Stats +4 Str +3 Con ----- def ----- Phys.save +8 (+2 eff.) Max.HP +38.00 HP.reg +3.00 Amulets make your neck look great! |
Aerorikira0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Str +1 Dex +3 Cun dps ---------- Phys.crit +1.0% Apr +4 ----- def ----- Defense +16 (+6 eff.) Die.at -20.00 life Rings make your fingers look great! |
Glacierbone0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Mind.crit +6% Dmg.mod +9% mind +20% fire Res.pen +20% cold ----- def ----- Resists +9% cold +22% fire Rings make your fingers look great! |
Glaremoon0.1 T3 ring jewelry [Rare] Master While equipped: Stats +5 Dex dps ---------- Acc +10 (+3 eff.) On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +3% acid +9% temporal +3% light +12% blight Spell.save +3 (+1 eff.) Rings make your fingers look great! |
Glitterveil0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +12% light Apr +6 ----- def ----- Resists +9% lightning +6% fire Crit.chn- 15.00% HP.reg +3.00 Stun/Frz- +23% ---------- misc Max.stam +20.00 Rings make your fingers look great! |
Loruhor the Brightenvy0.1 T2 ring jewelry [Rare] Master While equipped: Stats +5 Str dps ---------- Dmg.mod +30% fire Res.pen +10% fire On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Armour +10 Resists +12% fire +9% cold +9% temporal Rings make your fingers look great! |
Nightpeal0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Con dps ---------- Dmg.mod +9% acid Res.pen +15% acid Melee Ret 4 acid On Hit (Melee): * 20% chance to reduce armor by 16% ----- def ----- Fatigue -6% Resists +3% acid +3% darkness Spell.save +13 (+4 eff.) Silence- +26% ---------- misc Max.enc +29 Mana/turn +0.21 Max.stam +14.00 Rings make your fingers look great! |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 12.06 cold and 16.52 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 46 power out of 60/60 This azure ring seems to be always moist to the touch. |
copper ring 'Coalbliss' =ltngres20=0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +10% lightning +3% mind +9% darkness ----- def ----- Resists +20% lightning +6% temporal +5% arcane +6% light Rings make your fingers look great! |
copper ring 'Scorchransom'0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning +15% fire Melee Ret 4 acid 6 fire ----- def ----- Resists +24% lightning +30% cold Rings make your fingers look great! |
copper ring of frost (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Resists +22% cold Rings make your fingers look great! |
copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +20.00 Disarm- +22% Pinning- +21% Knockbk- +20% Rings make your fingers look great! |
gold quartz ring =stunres30=0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +4 Mag dps ---------- Melee+ 22 light Ranged+ 18 light Dmg.mod +15% light ----- def ----- Stun/Frz- +30% Rings make your fingers look great! |
gold ring 'Sparkpiercer'0.1 T3 ring jewelry [Rare] Psionic While equipped: dps ---------- Mind.pwr +20 (+10 eff.) Dmg.mod +12% lightning +9% mind ----- def ----- Resists +4% physical Mind.save +8 (+3 eff.) Confus- +38% ---------- misc Stam/turn +3.00 Rings make your fingers look great! |
marksman's steel ring of pilfering0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +4 Dex dps ---------- Acc +17 (+5 eff.) Apr +9 ----- def ----- Defense +9 (+4 eff.) Disengage: Puts all charms on 8 cooldown Level 2.0 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
mule's steel ring of corrosion (+20%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +10% acid ----- def ----- Fatigue -5% Resists +20% acid ---------- misc Max.enc +20 Rings make your fingers look great! |
mule's steel ring of lightning (+22%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Fatigue -5% Resists +22% lightning ---------- misc Max.enc +22 Rings make your fingers look great! |
pixie's steel ring of luminosity0.1 T2 ring jewelry [Ego++] Arcane While equipped: Stats +3 Cun +4 Mag dps ---------- Spell.pwr +7 (+7 eff.) Melee+ 18 light Ranged+ 21 light Dmg.mod +12% light Rings make your fingers look great! |
pixie's stralite ring of light (+30%)0.1 T4 ring jewelry [Ego+] Arcane While equipped: Stats +4 Cun +6 Mag dps ---------- Spell.pwr +5 (+5 eff.) Dmg.mod +15% light ----- def ----- Resists +30% light Rings make your fingers look great! |
rogue's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+3 eff.) Max.HP +21.00 Disarm- +21% Pinning- +26% Knockbk- +20% Rings make your fingers look great! |
rogue's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: Stats +4 Cun ----- def ----- Defense +8 (+4 eff.) Rings make your fingers look great! |
savior's gold ring0.1 T3 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +10 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +12 (+4 eff.) Rings make your fingers look great! |
savior's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +9 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +9 (+3 eff.) Rings make your fingers look great! |
steel ring 'Bleakjam'0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +24% darkness +9% cold Res.pen +5% darkness +5% cold On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Fatigue -6% ---------- misc Max.enc +21 Rings make your fingers look great! |
steel ring 'Murkdeath'0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Dmg.mod +12% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Defense +20 (+8 eff.) Resists +6% darkness Crit.chn- 10.00% Phys.save +18 (+4 eff.) Spell.save +8 (+2 eff.) Max.HP +40.00 Rings make your fingers look great! |
stralite quartz ring =stunres30=0.1 T4 ring jewelry [Ego+] Arcane While equipped: ----- def ----- Resists +12% acid +14% fire +17% lightning +21% cold Stun/Frz- +30% Rings make your fingers look great! |
stralite ring 'Falodunavon'0.1 T4 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +5 Cun +7 Mag dps ---------- Phys.pwr +9 (+2 eff.) Spell.pwr +18 (+13 eff.) Mind.pwr +6 (+3 eff.) On Hit (Melee): * 20% chance to reduce armor by 16% * 20% chance to reduce strength, dexterity, and constitution by 6 ----- def ----- Mind.save +9 (+3 eff.) Confus- +33% Rings make your fingers look great! |
Stormfront (136% power, 15 apr)3.0 T2 battleaxe 2H weapon [Unique] Nature Power 137% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +5.0% Atk.spd 100% Melee+ +15 lightning +15 cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: dps ---------- Dmg.mod +12% lightning +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
Armoldil (151% power, 2 apr)5.0 T3 greatmaul 2H weapon [Random Unique] Nature/Master Power 152% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +7 Con +10 Wil dps ---------- Phys.crit +12.0% Res.pen +12% all Acc +10 (+3 eff.) Apr +13 ----- def ----- Crit.chn- 10.00% Max.HP +38.00 HP.reg +2.00 Confus- +20% Massive two-handed mauls. |
stormbringer's stralite greatmaul (171% power, 3 apr)5.0 T4 greatmaul 2H weapon [Ego+] Nature Power 171% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% On Crit.r2 +23 lightning +23 cold While equipped: dps ---------- Mov.spd +45% Res.pen +12% lightning +14% cold Massive two-handed mauls. |
Spectral Blade (130% power, 25 apr)0.1 T2 greatsword 2H weapon Reqs Mag 18 [Unique] Arcane/Master Power 131% Range: 1.6x Uses 10% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +25 Crit +3.0% Atk.spd 111% Melee+ +15 arcane On Crit.r2 +30 arcane silence While equipped: dps ---------- Spell.pwr +5 (+5 eff.) ---------- misc Mana/turn +0.50 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
enhanced dwarven-steel greatsword of evisceration (142% power, 2 apr)3.0 T3 greatsword 2H weapon [Ego++] Nature/Master Power 143% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Wound the target dealing 296 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +7 Str +7 Dex +9 Mag +5 Wil +6 Cun +6 Con dps ---------- Phys.crit +14.0% Phys.pwr +10 (+2 eff.) Massive two-handed swords. |
steel longsword 'Rootdeath' (112% power, 3 apr)3.0 T2 longsword 1H weapon [Rare] Nature Power 112% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +5 Str +6 Dex +5 Mag +11 Wil +6 Cun +6 Con dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +6% mind Res.pen +20% nature ----- def ----- Resists +6% nature Mind.save +15 (+5 eff.) ---------- misc Equi/ret +0.12 Sharp, long, and deadly. |
Floegore the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +7.00% Phys.pwr +4 (+1 eff.) Dmg.mod +3% cold On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Armour +4 Defense +10 (+4 eff.) Resists +15% nature +3% light HP.reg +4.00 Confus- +20% A belt that goes around your waist. |
Glidhenn the rough leather belt1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Crit.mult +10.00% Spell.pwr +3 (+3 eff.) Res.pen +15% physical Acc +5 (+1 eff.) ----- def ----- Armour +6 Defense +5 (+2 eff.) Mind.save +6 (+2 eff.) A belt that goes around your waist. |
Glowwrest1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Wil +4 Cun +1 Con dps ---------- Phys.crit +2.0% Res.pen +25% arcane +5% light Against +17% Summoned ----- def ----- Resists +5% arcane D.Red.from +15% Summoned ---------- misc Stam/turn +2.00 A belt that goes around your waist. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
hardened leather belt 'Sewerserpent'1.0 T3 belt armor [Rare] Nature While equipped: Stats +2 Str +2 Con dps ---------- Mind.pwr +3 (+2 eff.) Res.pen +10% nature ----- def ----- Resists +12% mind Mind.save +11 (+4 eff.) ---------- misc Light +3 See.Invis +6 A belt that goes around your waist. |
noble's hardened leather belt of unlife =ded=1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Against +16% Summoned ----- def ----- Resists +7% blight D.Red.from +21% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
rough leather belt 'Lightningtide'1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Dex +1 Mag +5 Wil +3 Cun dps ---------- Melee Ret 4 lightning ----- def ----- HP.reg +0.60 Heal.mod +12% A belt that goes around your waist. |
Daimogund (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Str +9 Wil ----- def ----- Defense +1 (+0 eff.) Mind.save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eilinutha the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Acc +25 (+7 eff.) ----- def ----- Defense +2 (+1 eff.) Resists +6% lightning Mind.save +10 (+3 eff.) Die.at -40.00 life Knockbk- +20% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Max.stam +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Emelytha the Fogsweeper (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- On Hit (Melee): * 10% chance to reduce damage dealt by 17% ----- def ----- Defense +1 (+0 eff.) Resists +3% darkness +6% temporal Mind.save +6 (+2 eff.) Max.HP +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Radhedir (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +2 Dex ----- def ----- Defense +1 (+0 eff.) Resists +9% acid +2% physical +6% fire +3% nature +6% lightning Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Zanethel the Strikeprophet (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +15% lightning Res.pen +25% blight +15% lightning On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 6 ----- def ----- Defense +2 (+1 eff.) Resists +16% nature +24% blight HP.reg +6.00 Heal.mod +14% Def/telep +10 Res/telep +10% Dur/telep +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Dagirakath the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% physical Apr +3 ----- def ----- Armour +1 Fatigue -5% Resists +6% temporal Phys.save +6 (+1 eff.) Die.at -20.00 life ---------- misc Max.enc +22 Max.stam +10.00 A pair of boots made of leather. |
Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 44% (based on Cunning). Uses 38 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Gilaleg (5 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Cun +2 Con ----- def ----- Armour +1 Defense +5 (+2 eff.) Resists +2% physical +6% nature +3% temporal Phys.save +12 (+2 eff.) Mind.save +11 (+4 eff.) Max.HP +60.00 Disease- +10% A pair of boots made of leather. |
Haryromidin the Rainwoe (6 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +3 Dex +3 Wil +5 Cun dps ---------- Phys.crit +3.0% Phys.pwr +4 (+1 eff.) Dmg.mod +21% cold Apr +6 ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +3% Resists +3% cold Phys.save +8 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +8 (+3 eff.) ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Issybar (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Str ----- def ----- Armour +3 Fatigue +2% Resists +3% cold Crit.chn- 15.00% ---------- misc Stam/turn +0.40 Max.stam +10.00 See.Invis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Yvuwen the Noonsweeper (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Mind.crit +2% Crit.mult +5.00% Mind.pwr +30 (+13 eff.) ----- def ----- Armour +1 Resists +12% lightning +7% temporal ---------- misc Light +1 A pair of boots made of leather. |
Alydir the iron gauntlets (10 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Dex dps ---------- Acc +16 (+5 eff.) Apr +1 ----- def ----- Armour +1 Defense +10 (+4 eff.) Fatigue +1% Die.at -40.00 life Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
alchemist's iron gauntlets of spellstriking (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego++] Arcane While equipped: Stats +6 Mag +7 Wil dps ---------- Spell.pwr +6 (+6 eff.) Melee+ 4 acid 4 fire 4 cold 5 arcane 4 lightning Dmg.mod +4% arcane ----- def ----- Armour +1 Fatigue +1% Resists +4% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
heroic dwarven-steel gauntlets of the verdant (0 def, 6 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego++] Disrupt/Master While equipped: ----- def ----- Armour +6 Fatigue +3% Resists +7% blight +8% darkness +7% arcane Affinity +9% nature Spell.save +11 (+3 eff.) Mind.save +7 (+2 eff.) Max.HP +50.00 ---------- misc Masteries +0.20 Wild-gift/Antimagic Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Infernoreign the linen wizard hat (1 def, 2 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Armour +2 Defense +1 (+0 eff.) Resists +6% lightning +16% fire +3% light +3% mind Max.HP +80.00 Disarm- +10% A pointy cloth hat, very wizardly... |
Isariassra the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Dex dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 20 ----- def ----- Armour +1 Fatigue +1% Resists +11% light +11% darkness ---------- misc Light +3 Infravis +1 A cap made of leather. |
Stormsear the iron helm (0 def, 3 armour) =deep=3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +5 Cun +1 Mag dps ---------- Dmg.mod +6% darkness Res.pen +10% lightning ----- def ----- Armour +3 Fatigue +5% Resists +6% cold ---------- misc See.Invis +9 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm of absorption (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +4 Fatigue +4% ---------- misc Stam/ret +1.20 Equi/ret +1.10 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather cap 'Layyssra' (0 def, 3 armour) =physpen20=2.0 T3 head armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Res.pen +20% physical Acc +20 (+6 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +5% arcane Crit.chn- 15.00% Phys.save +16 (+3 eff.) Teleport- +20% A cap made of leather. |
rough leather cap 'Thundervile' (0 def, 1 armour) =ltngres18=2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Melee Ret 4 light ----- def ----- Armour +1 Fatigue +1% Resists +18% lightning +6% cold +5% arcane Die.at -40.00 life Max.HP +20.00 ---------- misc Breathe water A cap made of leather. |
enlightening steel mail armour of lightning resistance (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Master/Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +15% lightning Mind.save +13 (+4 eff.) A suit of armour made of mail. |
enlightening stralite mail armour of delving (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +6 Str +5 Wil +5 Cun ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Resists +15% darkness +5% physical Mind.save +18 (+5 eff.) ---------- misc Light +1 Track: Puts all charms on 23 cooldown Level 2.0 Pwr.cost 23 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
searing stralite mail armour of temporal resistance (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Arcane While equipped: dps ---------- Melee+ 12 acid 12 fire Melee Ret 13 acid 11 fire ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Resists +22% acid +14% fire +19% temporal A suit of armour made of mail. |
dwarven-steel plate armour 'Belokira' (10 def, 12 armour)17.0 T3 massive armor Reqs Massive armour training [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +7.0% ----- def ----- Armour +12 Defense +10 (+4 eff.) Fatigue +22% Resists +26% acid +6% cold Max.HP +28.00 HP.reg +3.00 Heal.mod +13% ---------- misc Breathe water A suit of armour made of metal plates. |
9 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
161 alchemist agate0.0 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. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Bethessra (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +4 Cun +3 Con dps ---------- Phys.pwr +15 (+3 eff.) Acc +9 (+3 eff.) ----- def ----- Defense +10 (+4 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
soldier's dwarven-steel pickaxe (dig speed 16 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Str ----- def ----- Armour +2 Defense +5 (+2 eff.) Resists +7% physical While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Chillpierce =iii=2.0 T1 lite [Rare] Disrupt While equipped: dps ---------- Res.pen +5% cold Acc +20 (+6 eff.) ----- def ----- Resists +1% physical +3% all Spell.save +6 (+2 eff.) Die.at -60.00 life ---------- misc Light +3 See.Invis +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Noontreason'2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% mind +12% light On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +3% nature Silence- +10% Disarm- +20% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Venombone'2.0 T1 lite [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 46% ----- def ----- Armour +4 Defense +15 (+6 eff.) Resists +6% nature +6% temporal Max.HP +45.00 Poison- +10% Teleport- +10% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
nightwalker's brass lantern2.0 T1 lite [Ego+] Nature While equipped: Stats +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +12.00% Phys.pwr +6 (+1 eff.) ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 153 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 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. |
powerful dwarven-steel torque of mindblast [power 205] (12 cooldown)2.0 T3 torque charm [Ego] Psionic Blast the opponent's mind dealing 223 mind damage and silencing them for 4 turns Puts all charms on 12 cooldown 100% to increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
quick iron torque of psionic shield [power 25] (14 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 14 cooldown Torques are made by powerful psionics to store psionic powers. |
steel torque of clear mind 'Deepswild' [power 2] (19 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +2 Str +7 Con dps ---------- Apr +5 On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Defense +15 (+6 eff.) Heal.mod +10% Pinning- +20% Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 19 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
supercharged dwarven-steel torque of clear mind [power 3] (24 cooldown)2.0 T3 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 24 cooldown Torques are made by powerful psionics to store psionic powers. |
Dimcrack the elm totem of thorny skin [power 16] (16 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +10% mind Melee Ret 2 mind ----- def ----- Resists +6% darkness Harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Puts all charms on 16 cooldown 100% to increase all damage penetration by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Issuradin the elm totem of healing [power 116] (12 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: ----- def ----- Resists +12% acid +6% temporal Blind- +10% Cut- +10% Pinning- +10% Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 12 cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Runireblek the Shockthorn [power 30] (16 cooldown) =lite3=2.0 T2 totem charm [Rare] Nature While equipped: Stats +9 Wil dps ---------- Melee Ret 6 fire ----- def ----- Resists +21% lightning ---------- misc Light +3 Infravis +3 See.Invis +9 Harden the skin for 7 turns increasing armour by 30 and armour hardiness by 40% Puts all charms on 16 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Zanurogrim the yew totem of healing [power 242] (12 cooldown)2.0 T3 totem charm [Random Unique] Nature While equipped: dps ---------- Melee Ret 10 arcane Heal yourself and all friendly characters within 10 spaces for 242 Puts all charms on 12 cooldown 100% to reduce fatigue by 29% for 2 turns. 100% to increase all damage by 16% for 2 turns. 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
yew totem of stinging 'Lisowyn' [power 260] (12 cooldown)2.0 T3 totem charm [Random Unique] Nature While equipped: ----- def ----- Armour +4 Resists +6% light Mind.save +3 (+1 eff.) Max.HP +40.00 Pinning- +20% Sting an enemy dealing 260 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 12 cooldown 100% to reduce fatigue by 37% 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 1. Natural totems are made by powerful wilders to store nature power. |
4 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Bethokira the Splendourborn [power 188] (16 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: ----- def ----- Armour +16 Mind.save +6 (+2 eff.) Poison- +20% Confus- +20% ---------- misc Light +2 Create a shield absorbing up to 188 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 16 cooldown 100% to gain a 14% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Flashwarden [power 206] (16 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: Stats +5 Str dps ---------- Phys.pwr +25 (+5 eff.) Dmg.mod +15% lightning Melee Ret 4 fire ----- def ----- Armour +4 Resists +9% fire ---------- misc Stam/turn +3.00 Create a shield absorbing up to 206 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 16 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Hettaldil [power 200] (12 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: Stats +2 Str dps ---------- Phys.crit +4.0% Res.pen +20% physical ----- def ----- Resists +9% blight +12% darkness Heal.mod +15% Def/telep +15 Res/telep +15% Dur/telep +15% Create a radius 3 storm for 5 turns. Each turn, creatures within take 40 lightning damage and will be dazed for 1 turn (200 total damage) Puts all charms on 12 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. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Ekber the Dwarf Berserker level 32
11st Dearth 123rd year of Ascendancy at 00:28 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Ekber the Dwarf Berserker level 20
18th Loss 122nd year of Ascendancy at 00:30 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Ekber the Dwarf Berserker level 22
39th Steel 123rd year of Ascendancy at 09:09 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Ekber the Dwarf Berserker level 32
10th Dearth 123rd year of Ascendancy at 23:48 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Ekber the Dwarf Berserker level 10
5th Profit 122nd year of Ascendancy at 10:12 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Ekber the Dwarf Berserker level 20
9th Loss 122nd year of Ascendancy at 16:59 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Ekber the Dwarf Berserker level 30
29th Gold 123rd year of Ascendancy at 18:23 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Ekber the Dwarf Berserker level 21
4th Steel 123rd year of Ascendancy at 09:19 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Ekber the Dwarf Berserker level 24
7th Gold 123rd year of Ascendancy at 00:15 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Ekber the Dwarf Berserker level 6
29th Voratun 122nd year of Ascendancy at 12:31 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Ekber the Dwarf Berserker level 32
11st Dearth 123rd year of Ascendancy at 00:28 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Ekber the Dwarf Berserker level 30
39th Stralite 123rd year of Ascendancy at 17:12 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Ekber the Dwarf Berserker level 13
32nd Profit 122nd year of Ascendancy at 02:53 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Ekber the Dwarf Berserker level 30
7th Voratun 123rd year of Ascendancy at 01:03 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Ekber the Dwarf Berserker level 30
38th Stralite 123rd year of Ascendancy at 17:12 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Ekber the Dwarf Berserker level 27
26th Gold 123rd year of Ascendancy at 00:04 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Ekber the Dwarf Berserker level 18
43rd Dearth 122nd year of Ascendancy at 09:38 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Ekber the Dwarf Berserker level 22
38th Steel 123rd year of Ascendancy at 18:43 see stats
Log
---------- Turn 24 ----------
Ekber has finished recovering.
Emoganor the skeleton archer uses Warding Weapon.
---------- Turn 25 ----------
Talent Death Dance is ready to use.
---------- Turn 26 ----------
Ekber no longer revels in blood quite so much.
Talent Shattering Blow is ready to use.
Berserker Rage's rage subsides!
---------- Turn 27 ----------
Talent Rune: Shatter Afflictions is ready to use.
---------- Turn 28 ----------
Talent Infusion: Healing is ready to use.
Talent Infusion: Movement is ready to use.
---------- Turn 29 ----------
Ekber uses Infusion: Healing.
Ekber receives 377 healing from Infusion: Healing.
---------- Turn 30 ----------
Talent Vitality is ready to use.
Ekber is poisoned!
Ekber slows down.
Emoganor the skeleton archer's Venomous Strike hits Ekber for 179 nature, 3 lightning, 5 fire (187 total damage).
Emoganor the skeleton archer uses Kneecapper.
Emoganor the skeleton archer's Kneecapper performs a ranged critical strike against Ekber!
Poison bursts out of Ekber's corpse!
Ekber shrugs off the effect 'Slow movement'!
Ekber resists the effect 'Pinned to the ground'!
Emoganor the skeleton archer's Kneecapper hits Ekber for 225 physical damage.
Ekber the level 32 dwarf berserker was splattered to death by Emoganor the skeleton archer on level 2 of Ruined halfling complex.
---------- Turn 31 ----------


























































































































