











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Higher |
| Class | Shadowblade |
| Level / Exp | 44 / 47% |
| Size | medium |
| Lifes / Deaths | Killed by Karne at level 17 on the 69th Dusk 122nd year of Ascendancy at 10:34 0 / 8Killed by Eilinoda the ghoul at level 21 on the 21st Regrowth 123rd year of Ascendancy at 23:16 Killed by The Master at level 29 on the 69th Regrowth 123rd year of Ascendancy at 03:20 Killed by skeleton master archer at level 29 on the 69th Regrowth 123rd year of Ascendancy at 06:00 Killed by skeleton mage at level 29 on the 69th Regrowth 123rd year of Ascendancy at 11:36 Killed by Karne at level 30 on the 7th Pyre 123rd year of Ascendancy at 10:38 Killed by Lisitira the orc pyromancer at level 42 on the 46th Dusk 123rd year of Ascendancy at 11:25 Killed by Mogoraim the Crusher at level 44 on the 67th Dusk 123rd year of Ascendancy at 16:49 |
Primary Stats
| Strength | 39 (base 10) |
| Dexterity | 46 (base 40) |
| Constitution | 28 (base 21) |
| Magic | 89 (base 60) |
| Willpower | 18 (base 10) |
| Cunning | 82 (base 60) |
Resources
| Life | 1168/1168 |
| Mana | 398/398 |
| Stamina | 249/249 |
| Healing Factor | 1.2856298990388 |
| Regeneration | 14.463336364187 |
Speed
| Mental | +3.619327060278E-12% |
| Attack | 0% |
| Movement | +33% |
| Spell | +3.619327060278E-12% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 7 |
| Infravision | 6 |
| See Stealth | 41.444544830989 |
| See Invisible | 50.444544830989 |
Offense: Mainhand
| Damage | 93 |
| Accuracy | 51 |
| Crit Chance | 82% |
| APR | 49 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 53 |
| Accuracy | 51 |
| Crit Chance | 82% |
| APR | 49 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 64 |
| Crit Chance | 44% |
| Speed | 0.99999999999996 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 39% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +19% |
| Light | +5% |
| Temporal | +6% |
| Physical | +6% |
| All | 0% |
Offense: Damage Penetration
| Acid | +30% |
| Lightning | +41% |
| Cold | +30% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 32 (57.718496631565%) |
| Defense | 78 |
| Ranged Defense | 78 |
| Fatigue | 0 |
| Physical Save | 42 |
| Spell Save | 46 |
| Mental Save | 45 |
Defense: Resistances
| Acid | + 21%( 70%) |
| Blight | + 28%( 70%) |
| Arcane | + 24%( 70%) |
| Cold | + 38%( 70%) |
| All | + 19%( 70%) |
| Darkness | + 41%( 70%) |
| Light | + 25%( 70%) |
| Temporal | + 24%( 70%) |
| Fire | + 24%( 70%) |
| Lightning | + 26%( 70%) |
Defense: Immunities
| Stun Resistance | 40% |
| Confusion Resistance | 10% |
| Disarm Resistance | 0% |
| Knockback Resistance | 0% |
| Instadeath Resistance | 100% |
| Blind Resistance | 15% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 231 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 8 Cooldown: 14 Travel Speed: 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 25%, your defense is increased by 25 and all your resistances by 25%. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
| Cunning / Shadow magic | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Duelist | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.32 |
| 4/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.32 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| 5/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
| beneficial effect | Increases defense by 18. Mobile Defense |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
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 Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
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 failed to protect the lost defiler from death by Spellblaze Crystal. Escort: lost defiler (level 3 of Scintillating Caves) | failed |
You failed to protect the lost warrior from death by multi-hued drake hatchling. Escort: lost warrior (level 5 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you improved Cunning by +5. | done |
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 Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * You've found the needed vial of fire wyrm saliva. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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. | active |
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 within3 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* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * You have destroyed Grushnak. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You 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 | Boots of the Hunter (2 def, 12 armour)3.0 Encumbrance T4 feet armor [Unique] Psionic While equipped: offense ------ Physical Power +12 (+4 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 28 power out of 9/32 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. |
| Light source | void-walker's dwarven lantern1.0 Encumbrance T5 lite [Ego+] Arcane While equipped: defense ------ Resistance +8% cold +7% temporal Out-of-Phase Defense +15 Out-of-Phase Resistance +19% Out-of-Phase Resilience +23% other ------- Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | hardened leather cap of the depths (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego] Nature While equipped: defense ------ Armor +3 Fatigue +3% Resistance +8% cold other ------- Breathe water A cap made of leather. |
| On hands | spellstreaming hardened leather gloves of war-making (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego++] Arcane/Master While equipped: offense ------ Physical Crit +10.0% Spell Crit +16% Mind Crit +9% Critical power +10.00% Spellpower +9 (+3 eff.) defense ------ Armor +2 other ------- Mana/turn +0.17 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. |
| Tool | dragonbone totem of healing [power 386] (7/13 cooldown)2.0 Encumbrance T5 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 386 Puts all charms on 13 turn cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | warrior's stralite ring of life0.1 Encumbrance T4 ring jewelry [Ego+] Nature/Master While equipped: Stats +6 Str defense ------ Armor +12 Life +48.00 Life Regen +11.00 Healmod +14% Rings make your fingers look great! |
| Around neck | starseer's stralite amulet of perfection (0.32 Cunning / Dirty fighting,0.32 Technique / Dual techniques)0.1 Encumbrance T4 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +3 Mag offense ------ Spell Crit +5% Spellpower +4 (+1 eff.) Damage +6% darkness +6% temporal +5% light +6% physical other ------- Masteries +0.32 Cunning/Dirty fighting +0.32 Technique/Dual techniques Amulets make your neck look great! |
| In main hand | Iwhat (37-48 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon Reqs Dex 48 [Random Unique] Arcane/Master/Psionic Weapon Damage 37.0 - 48.1 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +20 blight +25 mind On Hit: 20% Epidemic level 5 On Hit: * 32% chance to reduce all saves and defense by 22 * 14% chance to reduce strength, dexterity, and constitution by 30 * 25% chance for lightning to strike from the target to a second target dealing 106 damage On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +10 Str +7 Wil +7 Cun +1 Con offense ------ Physical Crit +12.0% defense ------ Disease Resist +35% other ------- See Invisibility +9 Sharp, short and deadly. |
| Around waist | balancing hardened leather belt of recklessness1.0 Encumbrance T3 belt armor [Ego++] Master While equipped: Stats +5 Cun +5 Dex offense ------ Physical Crit +11.0% Mind Crit +7% Critical power +7.00% Physical Power +4 (+1 eff.) A belt that goes around your waist. |
| In off hand | stormbringer's voratun dagger of ruin (38-50 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon Reqs Dex 48 [Ego++] Nature/Master Weapon Damage 38.5 - 50.1 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-crit, radius 2 +13 lightning +29 cold While equipped: offense ------ Physical Crit +6.0% Critical power +17.00% Move Speed +33% Ignore resists +16% lightning +5% cold Ignore Armor +9 Sharp, short and deadly. |
| Cloak | marshal's elven-silk cloak of backstabbing (3 def, 0 armour)2.0 Encumbrance T5 cloak armor [Ego++] Master While equipped: Stats +3 Str +3 Con offense ------ Critical power +19.00% Accuracy +9 (+3 eff.) Ignore Armor +12 defense ------ Defense +3 (+0 eff.) Physical save +12 (+4 eff.) Stealth +7 Life +76.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Glimmerborn the silk robe (3 def, 3 armour)2.0 Encumbrance T4 cloth armor [Random Unique] Arcane/Master While equipped: offense ------ Damage +13% darkness Ignore resists +5% acid When Hit 4 light On-Hit (Melee): * 20% chance to reduce armor by 40% defense ------ Armor +3 Defense +3 (+0 eff.) Resistance +9% lightning +27% darkness +8% light +6% fire +11% blight +8% cold +3% acid +13% all Physical save +31 (+10 eff.) Spell save +26 (+8 eff.) Mind save +15 (+5 eff.) other ------- Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18)0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion (heal 83; 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 instantly heal yourself for 83 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
healing infusion of the wizard (heal 241; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 241 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. Press to compare to your current inscriptions |
healing infusion of the wizard (heal 243; 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 instantly heal yourself for 243 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. Press to compare to your current inscriptions |
heroism infusion (die at -320; dur 7; cd 32)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 32 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -320 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 320 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. 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 -310; dur 7; 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 7 turns. While Heroism is active, you will only die when reaching -310 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 310 life, 7 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 (speed 433%; 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 increase movement speed by 433% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 594%; 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 increase movement speed by 594% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 621%; cd 8)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 621% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the duelist (speed 706%; 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 increase movement speed by 706% 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 duelist (speed 538%; 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 538% 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 546%; cd 9)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 546% 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 psychic (heal 121; 14 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 121 life over 5 turns. 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. |
regeneration infusion of the psychic (heal 134; 14 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 134 life over 5 turns. 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. |
regeneration infusion of the wizard (heal 426; 12 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 426 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 19%; magical; dur 3; 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 magical effect and reduce all damage taken by 19% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the titan (res 23%; physical; dur 4; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 23% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the wizard (res 34%; mental; 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 mental effect and reduce all damage taken by 34% for 3 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. Press to compare to your current inscriptions |
blink rune (range 6; phase 13; cd 19)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 6 Cooldown: 19 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 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%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
blink rune of the warrior (range 6; phase 20; cd 12)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 6 Cooldown: 12 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 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%. 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. Press to compare to your current inscriptions |
Rune of the Rift (222.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 235.32 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. |
ethereal rune (power 9; resist 25%; move 34%; dur 5; cd 19)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 19 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 25% all resistance, you move 34% faster, and you are invisible (power 9). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 462; dur 6; cd 16)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 462 damage for 6 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 duelist (absorb 188; dur 3; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 188 damage for 3 turns. 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. |
stormshield rune of the sneak (threshold 41; blocks 6; dur 4; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 41 up to 6 times. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+3 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet of constitution (+4)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +4 Con Amulets make your neck look great! |
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, 328 strength, based on Magic) for 5 turns. Uses 21 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. |
clarifying stralite amulet of dexterity (+4)0.1 Encumbrance T4 amulet jewelry [Ego] Nature While equipped: Stats +4 Dex defense ------ Resistance +16% mind Confus Resist +39% Amulets make your neck look great! |
vitalizing stralite amulet of dexterity (+5)0.1 Encumbrance T4 amulet jewelry [Ego+] Nature While equipped: Stats +5 Dex +2 Con defense ------ Physical save +10 (+3 eff.) Life +52.00 Life Regen +6.00 Amulets make your neck look great! |
Vox0.1 Encumbrance T5 amulet jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +4% Spellpower +9 (+3 eff.) Spell Speed +15% defense ------ Silence Resist +100% other ------- Max mana +50.00 Max vim +50.00 See Invisibility +20 No force can hope to silence the wearer of this amulet. |
Orb of Many Ways1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
copper ring 'Glorin'0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Physical Crit +2.0% Critical power +5.00% Damage +10% fire Accuracy +5 (+2 eff.) Ignore Armor +1 defense ------ Resistance +3% darkness +20% fire Life +80.00 Rings make your fingers look great! |
copper ring of sensing0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: defense ------ Blind Resist +20% other ------- Infravision +3 See Stealth +6 See Invisibility +6 Rings make your fingers look great! |
copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life +22.00 Disarm Resist +24% Pinning Resist +22% Knockbk Resist +24% Rings make your fingers look great! |
titan's copper ring of frost (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con offense ------ Damage +10% cold defense ------ Resistance +20% cold Physical save +4 (+1 eff.) Rings make your fingers look great! |
wizard's steel ring of tenacity0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag defense ------ Spell save +6 (+2 eff.) Life +24.00 Disarm Resist +25% Pinning Resist +20% Knockbk Resist +30% Rings make your fingers look great! |
psionicist's gold ring of darkness (+20%)0.1 Encumbrance T3 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Wil offense ------ Damage +10% darkness defense ------ Resistance +20% darkness Mind save +4 (+1 eff.) Rings make your fingers look great! |
solipsist's gold ring of tenacity0.1 Encumbrance T3 ring jewelry [Ego+] Master/Psionic While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +8 (+4 eff.) defense ------ Life +32.00 Disarm Resist +23% Pinning Resist +23% Knockbk Resist +26% Rings make your fingers look great! |
marksman's stralite ring of luminosity0.1 Encumbrance T4 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Dex +5 Mag offense ------ On-Hit 23 light On-Ranged-Hit 30 light Damage +14% light Accuracy +10 (+3 eff.) Rings make your fingers look great! |
stralite ring0.1 Encumbrance T4 ring jewelry [Normal] Rings make your fingers look great! |
stralite ring0.1 Encumbrance T4 ring jewelry [Normal] Rings make your fingers look great! |
sneakthief's voratun ring of luminosity0.1 Encumbrance T5 ring jewelry [Ego++] Arcane/Master While equipped: Stats +8 Dex +5 Mag +7 Cun offense ------ On-Hit 24 light On-Ranged-Hit 35 light Damage +14% light Accuracy +10 (+3 eff.) Rings make your fingers look great! |
Telos's Staff (Top Half) (35-42 power, 0 apr, cold element)2.5 Encumbrance T5 staff 1H weapon [Unique] Arcane A part of set. Weapon Damage 35.0 - 42.0 Physical Uses 100% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +1.5% Attack Speed 100% While equipped: Stats +5 Wil offense ------ Spell Crit +15% Spellpower +30 (+8 eff.) Damage +35% cold defense ------ Mind save +8 (+2 eff.) other ------- Talents +1 Command Staff The top part of Telos' broken staff. |
dragonbone magestaff of channeling (30-36 power, 6 apr, arcane element)5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +24 (+6 eff.) Damage +30% arcane other ------- Mana/turn +0.28 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 26 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
magelord's dragonbone starstaff of channeling (30-36 power, 6 apr, darkness element)5.0 Encumbrance T5 staff 2H weapon [Ego++] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Physical Crit +11.0% Spell Crit +5% Spellpower +34 (+9 eff.) On-Hit 29 arcane Damage +30% darkness other ------- Mana/turn +0.20 Max mana +78.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 26 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
potent dragonbone starstaff of greater warding (38-46 power, 6 apr, temporal element)5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane Weapon Damage 38.0 - 45.6 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +19 (+5 eff.) Damage +38% temporal defense ------ Armor +10 Defense +9 (+2 eff.) other ------- Wards +3 temporal Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent dragonbone vilestaff of breaching (39-47 power, 6 apr, darkness element)5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane Weapon Damage 39.0 - 46.8 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +19 (+5 eff.) Damage +39% darkness Ignore resists +20% darkness other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Telos's Staff (Bottom Half)5.0 Encumbrance staff 1H weapon [Unique] Arcane A part of set. Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Attack Speed 100% While equipped: Stats +4 Mag offense ------ Spell Crit +8% Critical power +20.00% Damage +20% acid +20% cold defense ------ Mind save +8 (+2 eff.) Confus Resist +20% other ------- Max mana +50.00 The bottom part of Telos' broken staff. |
blazebringer's voratun battleaxe of massacre (73-110 power, 4 apr)3.0 Encumbrance T5 battleaxe 2H weapon Reqs Str 48 [Ego+] Nature/Master Weapon Damage 73.0 - 109.5 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On-crit, radius 2 +37 fire While equipped: offense ------ Global Speed +6% Ignore resists +33% fire Massive two-handed battleaxes. |
stormbringer's voratun battleaxe of evisceration (58-87 power, 4 apr)3.0 Encumbrance T5 battleaxe 2H weapon Reqs Str 48 [Ego++] Nature/Master Weapon Damage 58.0 - 87.0 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On-crit, radius 2 +14 lightning +30 cold On Critical: * Wound the target dealing 193 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +13.0% Physical Power +19 (+6 eff.) Move Speed +49% Ignore resists +23% lightning +16% cold Massive two-handed battleaxes. |
caustic voratun greatmaul of shearing (68-101 power, 4 apr)5.0 Encumbrance T5 greatmaul 2H weapon Reqs Str 48 [Ego++] Nature/Master Weapon Damage 67.5 - 101.2 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +41 acid +35 nature While equipped: offense ------ Ignore resists +31% acid +21% nature +14% all Accuracy +19 (+6 eff.) Ignore Armor +31 Massive two-handed mauls. |
quick voratun greatmaul of disruption (66-99 power, 4 apr)5.0 Encumbrance T5 greatmaul 2H weapon Reqs Str 48 [Ego++] Disrupt/Master Weapon Damage 66.0 - 99.0 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% Damage Against +33% 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: Stats +7 Dex offense ------ Combat Speed +10% Accuracy +30 (+10 eff.) Massive two-handed mauls. |
quick voratun greatmaul of vileness (70-104 power, 4 apr)5.0 Encumbrance T5 greatmaul 2H weapon Reqs Str 48 [Ego+] Arcane/Master Weapon Damage 69.5 - 104.2 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% On-hit +20 blight On Hit: * 27% chance to reduce strength, dexterity, and constitution by 30 While equipped: Stats +9 Dex offense ------ Combat Speed +10% Accuracy +28 (+9 eff.) Massive two-handed mauls. |
elemental voratun longsword of daylight (42-58 power, 6 apr)3.0 Encumbrance T5 longsword 1H weapon Reqs Str 48 [Ego+] Arcane Weapon Damage 41.5 - 58.1 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +14 light Damage Against +17% Undead On Hit: * Create an explosion dealing 106 lightning damage (1/turn) While equipped: offense ------ Damage +16% lightning Ignore resists +14% lightning Sharp, long, and deadly. |
Silent Blade (25-32 power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Master Weapon Damage 25.0 - 32.5 Physical Uses 35% Cun, 65% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +8.0% Attack Speed 100% On-hit +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: offense ------ Accuracy +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Spellblaze Shard (20-26 power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 20.0 - 26.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +12.0% Attack Speed 100% Lifesteal +6% On-hit +20 blight +20 fire While equipped: Stats +5 Mag defense ------ Resistance +10% blight +10% fire other ------- Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Umbral Razor (25-32 power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex, 15% Mag Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +9.0% Attack Speed 100% Damage Conversion 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag offense ------ Damage +5% darkness Ignore resists +10% darkness defense ------ Resistance +10% darkness Stealth +10 Invoke Darkness: Effective talent level: 3.0 Power cost 17 out of 20/20. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 160.39 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Poruyath (20-25 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Rare] Arcane Weapon Damage 19.5 - 25.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 106 damage While equipped: Stats +5 Wil +4 Mag defense ------ Defense +15 (+3 eff.) Resistance +3% physical Crit Resistance 15.00% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Sharp, short and deadly. |
Shantiz the Stormblade (15-20 power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Nature Weapon Damage 15.0 - 19.5 Physical Uses 100% Dex, 0% Cun Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Star (10-13 power, 0 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Weapon Damage 10.0 - 13.0 Light Uses 20% Cun, 20% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 125% On Hit: * Deal 70 Light damage. While equipped: other ------- Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Swordbreaker (25-32 power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Master Weapon Damage 25.0 - 32.5 Physical Uses 50% Dex, 50% Cun Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +15.0% Attack Speed 111% On Critical: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex defense ------ Hardiness +20% Defense +15 (+3 eff.) Physical save +15 (+5 eff.) Disarm Resist +50% other ------- Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
acidic stralite dagger of massacre (36-47 power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Ego] Arcane/Master Weapon Damage 36.5 - 47.5 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On Critical: * Splash the target with acid dealing 177 damage over 5 turns and reducing armor and accuracy by 23 Sharp, short and deadly. |
stralite dagger 'Cloudstoker' (36-47 power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Rare] Arcane Weapon Damage 36.5 - 47.5 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-Hit, radius 1 +12 lightning On Hit: * 25% chance for lightning to strike from the target to a second target dealing 106 damage While equipped: offense ------ Critical power +20.00% Damage +6% lightning Ignore Armor +3 defense ------ Armor +4 Unlife -20.00 life Sharp, short and deadly. |
chilling voratun dagger (38-49 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon Reqs Dex 48 [Ego] Arcane Weapon Damage 38.0 - 49.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +11 cold Sharp, short and deadly. |
quick voratun dagger of amnesia (40-51 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon Reqs Dex 48 [Ego++] Master/Psionic Weapon Damage 39.5 - 51.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +4 Dex offense ------ Combat Speed +10% Accuracy +7 (+2 eff.) Sharp, short and deadly. |
hateful living mindstar (17-19 power, 40 apr, nature damage)3.0 Encumbrance T5 mindstar 1H weapon Reqs Wil 48 [Ego+] Nature/Psionic Weapon Damage 17.0 - 18.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +5% Mindpower +10 (+5 eff.) Damage +17% mind +19% darkness Ignore resists +13% mind +9% darkness other ------- Max hate +4.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
hardened leather sling of true flight4.0 Encumbrance T3 sling 1H weapon [Ego+] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +9 While equipped: offense ------ Physical Crit +8.0% Accuracy +8 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
Bindings of Eternal Night (12 def, 12 armour)6.0 Encumbrance T4 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats +5 Wil +5 Mag offense ------ Damage +15% cold +15% arcane +20% darkness When Hit 10 darkness defense ------ Armor +12 Defense +12 (+2 eff.) Resistance +30% blight -10% fire +30% darkness -10% light Life Regen +1.00 Poison Resist +100% Disease Resist +100% other ------- Light -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
linen robe 'Elenesus' (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: Stats +6 Wil offense ------ Mind Crit +5% Damage +13% nature +21% mind defense ------ Resistance +6% lightning +19% nature +7% all other ------- Hate-on-crit +5.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe of alchemy (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego+] Arcane While equipped: offense ------ Damage +7% acid +9% physical +8% fire +8% cold defense ------ Resistance +11% acid +12% physical +12% fire +13% cold +11% all other ------- Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil offense ------ Spellpower +23 (+6 eff.) Damage +20% temporal +20% physical Ignore resists +20% temporal +20% physical When Hit 20 physical 10 temporal defense ------ Armor +3 Defense +9 (+2 eff.) Resistance +10% temporal +10% physical +13% all Temporal Reprieve: Effective talent level: 1.0 Power cost 43 out of 50/50. Range melee/personal Fixed Cooldown: 40 Travel.spd instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
stormwoven elven-silk robe of fire (+11%) (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego+] Nature While equipped: Stats +6 Str +6 Mag +4 Wil offense ------ Damage +18% lightning +17% physical +12% fire +11% cold defense ------ Resistance +11% lightning +8% cold +18% fire +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Skin of Many (12 def, 6 armour)9.0 Encumbrance T2 light armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +6 Defense +12 (+2 eff.) Fatigue +7% Life +40.00 other ------- Infravision +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Xeratta the Tundramight (20 def, 7 armour)9.0 Encumbrance T4 light armor [Rare] Master While equipped: Stats +9 Str +9 Dex +3 Cun offense ------ Mind Crit +4% Damage +9% mind When Hit 10 lightning 10 cold defense ------ Armor +7 Defense +20 (+4 eff.) Fatigue +8% Resistance +18% cold Physical save +15 (+5 eff.) other ------- Max hate +6.00 Max psi +20.00 A suit of armour made of leather. |
troll-hide drakeskin leather armour of Eyal (20 def, 8 armour)9.0 Encumbrance T5 light armor [Ego++] Nature While equipped: defense ------ Armor +8 Defense +20 (+4 eff.) Fatigue +8% Life +98.00 Life Regen +22.20 Healmod +25% A suit of armour made of leather. |
volcanic drakeskin leather armour of Eyal (20 def, 19 armour)9.0 Encumbrance T5 light armor [Ego++] Nature While equipped: offense ------ On-Hit 7 fire On-Ranged-Hit 7 fire defense ------ Armor +19 Defense +20 (+4 eff.) Fatigue +8% Resistance +17% fire +20% physical Life +58.00 Life Regen +2.00 Healmod +14% A suit of armour made of leather. |
rejuvenating iron plate armour of Eyal (0 def, 7 armour)17.0 Encumbrance T1 massive armor Reqs - Massive armour training [Ego+] Nature While equipped: defense ------ Armor +7 Fatigue +22% Life +24.00 Life Regen +5.00 Healmod +12% other ------- Stamina/turn +0.70 A suit of armour made of metal plates. |
Cracklesweep the hardened leather belt1.0 Encumbrance T3 belt armor [Rare] Master While equipped: offense ------ Physical Crit +6.0% Physical Power +25 (+8 eff.) defense ------ Defense +14 (+3 eff.) Resistance +21% lightning +3% physical Stealth +8 Unlife -40.00 life other ------- Light +3 A belt that goes around your waist. |
Emblem of Evasion1.0 Encumbrance T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck defense ------ Ranged Defense +20 (+4 eff.) Deflect Projectile +15% Slow Projectiles +30% Evasion: (Instant) Effective talent level: 5.2 Power cost 26 out of 30/30. Range melee/personal Cooldown: 17 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 31% chance to evade melee and ranged attacks and 32 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Ividherin (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +7 Str offense ------ Physical Crit +5.0% Critical power +18.00% Damage +9% blight Accuracy +31 (+10 eff.) Ignore Armor +11 defense ------ Defense +2 (+0 eff.) Stealth +8 other ------- Mana/turn +0.16 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frost Treads (1 def, 4 armour)2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- 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. |
wanderer's pair of hardened leather boots of void walking (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego++] Arcane/Master While equipped: Stats +2 Cun +1 Con offense ------ Ignore resists +10% darkness +10% temporal defense ------ Armor +3 Resistance +16% darkness +15% temporal Physical save +10 (+3 eff.) Mind save +13 (+4 eff.) Out-of-Phase Defense +14 Out-of-Phase Resistance +13% Out-of-Phase Resilience +12% A pair of boots made of leather. |
Bokusalin the Blackwisp (0 def, 5 armour)2.0 Encumbrance T5 feet armor [Rare] Arcane While equipped: Stats +6 Wil offense ------ When Hit 10 darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 18% defense ------ Armor +5 Resistance +18% darkness Silence Resist +48% Confus Resist +50% Stun Resist +46% other ------- Psi when Hit +0.20 Max psi +50.00 A pair of boots made of leather. |
grounding pair of voratun boots of tirelessness (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Ego] Nature/Master While equipped: defense ------ Armor +5 Fatigue +4% Resistance +9% lightning +9% temporal other ------- Stamina/turn +0.90 Max stamina +19.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
hardened leather gloves of war-making (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego+] Master While equipped: offense ------ Physical Crit +8.0% Spell Crit +8% Mind Crit +10% Critical power +8.00% defense ------ Armor +2 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. |
brawler's voratun gauntlets (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Ego+] Master While equipped: Stats +3 Str +4 Dex +2 Cun defense ------ Armor +3 Fatigue +5% Physical save +11 (+3 eff.) other ------- Cooldown Double Strike -1 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. |
spellstreaming voratun gauntlets of dexterity (+6) (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Ego+] Arcane/Master While equipped: Stats +6 Dex offense ------ Spell Crit +6% Spellpower +11 (+3 eff.) Accuracy +19 (+6 eff.) defense ------ Armor +3 Fatigue +5% other ------- Mana/turn +0.24 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. |
Drithad the cashmere wizard hat (2 def, 8 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +5 Wil defense ------ Armor +8 Defense +2 (+0 eff.) Resistance +6% mind Physical save +7 (+2 eff.) Life Regen +2.00 Confus Resist +20% Teleport Resist +20% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A pointy cloth hat, very wizardly... |
fearwoven elven-silk wizard hat of nature (+13%) (3 def, 0 armour)2.0 Encumbrance T5 head armor [Ego+] Nature/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +6 (+3 eff.) Damage +16% physical +7% darkness +10% nature defense ------ Defense +3 (+0 eff.) Resistance +13% physical +13% darkness +15% nature other ------- Max hate +9.00 A pointy cloth hat, very wizardly... |
starseer's elven-silk wizard hat of darkness (+22%) (3 def, 0 armour)2.0 Encumbrance T5 head armor [Ego+] Arcane While equipped: offense ------ Damage +22% darkness +5% temporal +12% light +3% physical defense ------ Defense +3 (+0 eff.) Resistance +22% darkness A pointy cloth hat, very wizardly... |
stabilizing drakeskin leather cap of absorption (0 def, 5 armour)2.0 Encumbrance T5 head armor [Ego] Nature/Master While equipped: defense ------ Armor +5 Fatigue +5% Physical save +17 (+5 eff.) other ------- Stamina when Hit +2.40 EQ when Hit +1.40 A cap made of leather. |
catburglar's voratun helm of the bounder (0 def, 5 armour)3.0 Encumbrance T5 head armor [Ego++] Master While equipped: Stats +8 Str +12 Dex defense ------ Armor +5 Fatigue +5% Resistance +14% darkness other ------- Infravision +6 Skullcracker: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 102.1 Physical damage. If the attack hits, the target is confused (38% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical 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. |
5 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
10 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
9 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 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. |
8 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 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 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. |
5 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. |
4 bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 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. |
4 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. |
4 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. |
Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
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. |
Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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. |
Windborne Azurite0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
230 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. |
36 alchemist bloodstone0.0 Encumbrance T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
nightwalker's alchemist's lamp of health1.0 Encumbrance T3 lite [Ego+] Nature While equipped: Stats +4 Wil offense ------ Physical Crit +4.0% Critical power +10.00% Physical Power +7 (+2 eff.) defense ------ Life +42.00 other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
survivor's alchemist's lamp of the moons1.0 Encumbrance T3 lite [Ego+] Arcane/Nature While equipped: offense ------ Damage +8% darkness defense ------ Resistance +7% light Affinity +5% darkness Physical save +6 (+2 eff.) Healmod +15% other ------- Light +4 Infravision +2 Moonlight Ray: Puts all charms on 7 turn cooldown Effective talent level: 4.0 Power cost 7 out of 8/8. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 206.67 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
survivor's dwarven lantern of corpselight1.0 Encumbrance T5 lite [Ego+] Arcane/Nature While equipped: offense ------ Spell Crit +4% Spellpower +4 (+1 eff.) defense ------ Resistance +10% blight +11% darkness Physical save +11 (+3 eff.) Healmod +19% other ------- Light +5 Infravision +5 See Invisibility +14 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 26 turn cooldown Effective talent level: 1.0 Power cost 26 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 18 blight damage or heals 28 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eldritch Pearl0.0 Encumbrance lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck offense ------ Physical Power +12 (+4 eff.) Spellpower +12 (+3 eff.) other ------- Light +6 Breathe water Tidal Wave: Effective talent level: 4.0 Power cost 68 out of 150/150. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 31.38 cold damage and 33.27 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 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. |
Mummified Egg-sac of Ungolรซ2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 68 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
The Jolt2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun offense ------ Damage +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
Torydir [power 220] (7/13 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: Stats +4 Str defense ------ Defense +15 (+3 eff.) Resistance +6% mind +3% temporal Mind save +15 (+5 eff.) Disease Resist +20% Silence Resist +20% Confus Resist +20% Blast the opponent's mind dealing 220 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown 100% to heal for 66. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of mindblast [power 215] (7/13 cooldown)2.0 Encumbrance T3 torque charm [Ego] Psionic Blast the opponent's mind dealing 215 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Gowyn the stralite torque of mindblast [power 370] (7/13 cooldown)2.0 Encumbrance T4 torque charm [Rare] Psionic While equipped: offense ------ Physical Crit +4.0% Ignore resists +20% physical defense ------ Armor +6 Defense +20 (+4 eff.) Mind save +18 (+6 eff.) other ------- Max psi +40.00 Blast the opponent's mind dealing 370 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown Torques are made by powerful psionics to store psionic powers. |
evasive voratun torque of mindblast [power 350] (7/13 cooldown)2.0 Encumbrance T5 torque charm [Ego] Psionic Blast the opponent's mind dealing 350 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown 100% to gain a 35% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Giribeth the elm totem of summon tentacle [power 100] (7/22 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: defense ------ Armor +2 Resistance +6% cold +1% physical Healmod +10% Disarm Resist +20% Teleport Resist +10% Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 225 Base Damage: 100 Armor: 0 All Resist: 1 Puts all charms on 22 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
focusing ash totem of stinging [power 170] (7/13 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Sting an enemy dealing 170 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 turn cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Malarand [power 260] (7/13 cooldown)2.0 Encumbrance T3 totem charm [Random Unique] Nature While equipped: Stats +4 Con offense ------ Physical Power +5 (+2 eff.) defense ------ Armor +4 Defense +10 (+2 eff.) Unlife -40.00 life Heal yourself and all friendly characters within 10 spaces for 260 Puts all charms on 13 turn cooldown 100% to increase all damage penetration by 10% for 2 turns. 100% to increase all damage by 10% for 2 turns. 100% to increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
soothing yew totem of healing [power 260] (7/13 cooldown)2.0 Encumbrance T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 260 Puts all charms on 13 turn cooldown 100% to heal for 53. Natural totems are made by powerful wilders to store nature power. |
cleansing elven-wood totem of stinging [power 362] (7/13 cooldown)2.0 Encumbrance T4 totem charm [Ego] Nature Sting an enemy dealing 362 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of healing [power 470] (7/13 cooldown)2.0 Encumbrance T5 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 470 Puts all charms on 13 turn cooldown Natural totems are made by powerful wilders to store nature power. |
Gilasalin the Murksting [power 11] (7/18 cooldown)2.0 Encumbrance T2 wand charm [Random Unique] Arcane While equipped: Stats +1 Wil offense ------ Damage +9% nature When Hit 2 blight defense ------ Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Reveal the area around you, dispelling darkness (radius 11, power 82 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 18 turn cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. 100% to reduce fatigue by 29% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of shielding [power 230] (7/17 cooldown)2.0 Encumbrance T3 wand charm [Ego] Arcane Create a shield absorbing up to 230 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Void Shard2.0 Encumbrance T5 wand charm [Unique] Arcane While equipped: Stats +8 Mag offense ------ Spellpower +10 (+3 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 200.34 temporal and 224.91 darkness damage (based on Magic). Uses 17 power out of 40/40 This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
Wyrm Bile0.0 Encumbrance blood corpse [Plot Item] Nature Drink the vile fluid. A vial of thick, lumpy fluid. Who knows what this will do to you if you drink it? |
Heart of the Sandworm Queen0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Karne the Higher Shadowblade level 30
72nd Regrowth 123rd year of Ascendancy at 15:30 see stats
Against all odds
Killed Ukruk in the ambush.By Karne the Higher Shadowblade level 29
70th Regrowth 123rd year of Ascendancy at 03:36 see stats
Anti-Antimagic!
Destroyed the Ziguranth camp with your Rhaloren allies.By Karne the Higher Shadowblade level 22
27th Regrowth 123rd year of Ascendancy at 02:40 see stats
Arachnophobia
Destroyed the spydric menace.By Karne the Higher Shadowblade level 34
41st Pyre 123rd year of Ascendancy at 09:22 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By Karne the Higher Shadowblade level 39
22nd Dusk 123rd year of Ascendancy at 05:45 see stats
Brave new world
Went to the Far East and took part in the war.By Karne the Higher Shadowblade level 32
36th Pyre 123rd year of Ascendancy at 22:46 see stats
Bringer of Doom
Killed a Bringer of Doom.By Karne the Higher Shadowblade level 19
2nd Haze 122nd year of Ascendancy at 12:02 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Karne the Higher Shadowblade level 11
12nd Dusk 122nd year of Ascendancy at 04:41 see stats
Destroyer of the creation
Killed Slasul.By Karne the Higher Shadowblade level 41
43rd Dusk 123rd year of Ascendancy at 04:31 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Karne the Higher Shadowblade level 31
22nd Pyre 123rd year of Ascendancy at 10:00 see stats
Exterminator
Killed 1000 creatures.By Karne the Higher Shadowblade level 19
2nd Haze 122nd year of Ascendancy at 20:41 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Karne the Higher Shadowblade level 30
4th Pyre 123rd year of Ascendancy at 09:39 see stats
Level 10
Got a character to level 10.By Karne the Higher Shadowblade level 10
4th Dusk 122nd year of Ascendancy at 15:36 see stats
Level 20
Got a character to level 20.By Karne the Higher Shadowblade level 20
31st Haze 122nd year of Ascendancy at 05:39 see stats
Level 30
Got a character to level 30.By Karne the Higher Shadowblade level 30
70th Regrowth 123rd year of Ascendancy at 03:36 see stats
Level 40
Got a character to level 40.By Karne the Higher Shadowblade level 40
29th Dusk 123rd year of Ascendancy at 09:27 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Karne the Higher Shadowblade level 20
35th Haze 122nd year of Ascendancy at 14:26 see stats
Size matters
Did over 600 damage in one attack.By Karne the Higher Shadowblade level 38
20th Dusk 123rd year of Ascendancy at 19:45 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Karne the Higher Shadowblade level 32
22nd Pyre 123rd year of Ascendancy at 19:19 see stats
The Arena
Unlocked Arena mode.By Karne the Higher Shadowblade level 10
5th Dusk 122nd year of Ascendancy at 20:24 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Karne the Higher Shadowblade level 44
66th Dusk 123rd year of Ascendancy at 18:33 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Karne the Higher Shadowblade level 20
3rd Allure 123rd year of Ascendancy at 16:16 see stats
The secret city
Discovered the truth about mages.By Karne the Higher Shadowblade level 30
79th Regrowth 123rd year of Ascendancy at 11:01 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Karne the Higher Shadowblade level 35
70th Pyre 123rd year of Ascendancy at 12:39 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Karne the Higher Shadowblade level 20
3rd Allure 123rd year of Ascendancy at 03:21 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Karne the Higher Shadowblade level 28
68th Regrowth 123rd year of Ascendancy at 03:38 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Karne the Higher Shadowblade level 19
2nd Haze 122nd year of Ascendancy at 22:07 see stats
Unstoppable
Returned from the dead.By Karne the Higher Shadowblade level 44
67th Dusk 123rd year of Ascendancy at 16:49 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Karne the Higher Shadowblade level 29
69th Regrowth 123rd year of Ascendancy at 12:59 see stats
Log
Karne is on fire!
Mogoraim the Crusher hits Karne for (89 reacted , -5 stam), 106 fire (106 total damage).
Mogoraim the Crusher receives 167 healing.
Karne receives 29 healing from Temporal Restoration Field.
Burning from Mogoraim the Crusher hits Karne for 60 fire damage.
Lava floor burns Karne!
Mogoraim the Crusher hits Karne for 109 fire damage.
Karne casts Rune: Blink.
Lava floor heals Mogoraim the Crusher!
Mogoraim the Crusher casts Firebeam.
Mogoraim the Crusher's cleansing fire area effect hits Karne for 39 fire damage.
Mogoraim the Crusher hits Karne for 43 fire damage.
Mogoraim the Crusher receives 167 healing.
Karne's fully exits the shadows.
Talent Flurry is ready to use.
Talent Heartseeker is ready to use.
Talent Dual Strike is ready to use.
Mogoraim the Crusher deactivates Fearscape.
Lava floor burns Karne!
Karne receives 29 healing from Temporal Restoration Field.
Mogoraim the Crusher hits Karne for 109 fire damage.
Burning from Mogoraim the Crusher hits Karne for 60 fire damage.
Karne the level 44 higher shadowblade was flamed to death by Mogoraim the Crusher on level 1 of Fearscape.
You are brought back from the Fearscape!
Saving game...
Burning from Mogoraim the Crusher killed Karne!
Saving done.
Your Ring of the Dead is consumed and disappears! You come back to life!
Personal New Achievement: Unstoppable!










































































































































































