












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. 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! Items Vault 1.7.6Donators/Buyers bonus! 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 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Rogue |
| Level / Exp | 50 / 316% |
| Size | medium |
| Lifes / Deaths | Killed by Aletta Soultorn at level 20 on the 80th Haze 122nd year of Ascendancy at 11:40 0 / 8Killed by Aletta Soultorn at level 20 on the 80th Haze 122nd year of Ascendancy at 12:12 Killed by orc necromancer at level 30 on the 16th Pyre 123rd year of Ascendancy at 14:05 Killed by Polylaith the Guardian at level 33 on the 2nd Dusk 123rd year of Ascendancy at 00:06 Killed by Doomed Shade of Thorfin at level 36 on the 51st Haze 123rd year of Ascendancy at 03:15 Killed by Adodamina the orc pyromancer at level 42 on the 28th Pyre 124th year of Ascendancy at 07:51 Killed by shadow at level 44 on the 60th Pyre 124th year of Ascendancy at 02:49 Killed by Elandar at level 50 on the 39th Haze 124th year of Ascendancy at 07:42 |
Primary Stats
| Strength | 48 (base 29) |
| Dexterity | 78 (base 60) |
| Constitution | 106 (base 60) |
| Magic | 45 (base 10) |
| Willpower | 51 (base 13) |
| Cunning | 101 (base 60) |
Resources
| Life | -118/1612 |
| Stamina | 17/350 |
| Healing Factor | 1.621785442006 |
| Regeneration | 0.40544636050303 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 58.871893227577 |
| See Invisible | 57.871893227577 |
Offense: Mainhand
| Damage | 114 |
| Accuracy | 50 |
| Crit Chance | 60% |
| APR | 10 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 103 |
| Accuracy | 50 |
| Crit Chance | 67% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 47 |
| Crit Chance | 44% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 52 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +47% |
| Arcane | +52% |
| Cold | +85% |
| All | +10% |
| Lightning | +60% |
| Light | +22% |
| Temporal | +20% |
| Physical | +18% |
| Darkness | +30% |
| Fire | +80% |
| Nature | +55% |
Offense: Damage Penetration
| Acid | +53% |
| Lightning | +50% |
| Light | +35% |
| Cold | +50% |
| Blight | +40% |
| Arcane | +75% |
| Fire | +65% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 45 (69.687909656376%) |
| Defense | 86 |
| Ranged Defense | 86 |
| Fatigue | 0 |
| Physical Save | 37 |
| Spell Save | 27 |
| Mental Save | 33 |
Defense: Resistances
| Acid | + 36%( 70%) |
| Blight | + 22%( 70%) |
| Arcane | + 1%( 40%) |
| Cold | + 58%( 80%) |
| All | + 15%( 70%) |
| Darkness | + 41%( 80%) |
| Light | + 35%( 70%) |
| Temporal | + 41%( 75%) |
| Lightning | + 68%( 80%) |
| Fire | + 78%( 80%) |
| Nature | + 53%( 80%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Blind Resistance | 29% |
| Poison Resistance | 100% |
| Confusion Resistance | 18% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% 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. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 18 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 204 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 physical, 5 blight, 4 fire, 4 mind, 5 cold |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 111 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
| Cunning / Stealth | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Duelist | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 5/5 |
| 6/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 0/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 1/5 |
| Cunning / Lethality | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved Willpower by +5. | done |
You failed to protect the lone alchemist from death by Betereba the skeleton master archer. Escort: lone alchemist (level 7 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by snow giant boulder thrower. Escort: lost sun paladin (level 1 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved Constitution by +5. | done |
You failed to protect the temporal explorer from death by hornet swarm. Escort: temporal explorer (level 2 of Daikara) | failed |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Dexterity by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the 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 Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1344. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed giant spider spinneret. * You've found the needed ice wyrm tooth. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * You've found the needed electric eel tail. * You've found the needed sandworm tooth. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed ritch stinger. * You've found the needed vial of fire wyrm saliva. * You've found the needed bloated horror heart. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived too late. The place has been drained of its power and the sorcerers have left. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | active |
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 | pair of drakeskin leather boots 'Uladrantir' (16 def, 5 armour)2.0 Encumbrance T5 feet armor [Random Unique] Nature/Master While equipped: Stats +6 Str +7 Con offense ------ Damage +8% physical Ignore Shields +20% defense ------ Armor +5 Defense +16 (+3 eff.) Resistance +17% lightning +11% temporal Unlife -60.00 life Healmod +10% other ------- Vim-on-crit +2.00 Max vim +10.00 Size +1 Evasion: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 3.9 Power cost 30 out of 30/30. Range melee/personal Cooldown: 19 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 34% chance to evade melee and ranged attacks and 38 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
| Quiver | Quiver of the Sun (25/25, 34-48 power, 15 apr)3.0 Encumbrance T4 arrow ammo [Unique] Arcane Weapon Damage 34.0 - 47.6 Bright light Uses 60% Dex, 20% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +2.0% Capacity 25 Projectile Speed +300% On Hit: * 25% chance to blind Shoots beams through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
| Light source | Yarahell the alchemist's lamp1.0 Encumbrance T3 lite [Random Unique] Nature/Master While equipped: offense ------ Damage +12% arcane Ignore resists +25% arcane defense ------ Resistance +5% arcane Life +99.00 Blind Resist +29% Confus Resist +18% other ------- Light +7 See Stealth +9 See Invisibility +8 Track: Puts all charms on 40 turn cooldown Effective talent level: 5.2 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 34 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Crown of the Elements (0 def, 10 armour)2.0 Encumbrance T5 head armor [Unique] Arcane While equipped: Stats +10 Mag +10 Wil offense ------ Spellpower +15 (+5 eff.) Mindpower +15 (+5 eff.) On-Hit 10 acid 10 fire 10 lightning 10 cold Damage +25% acid +25% fire +25% cold +25% lightning defense ------ Armor +10 Fatigue +5% Resistance +25% acid +25% fire +25% cold +25% lightning This jeweled crown shimmers with colors. |
| On hands | drakeskin leather gloves 'Naturenaught' (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Random Unique] Arcane/Psionic While equipped: Stats +7 Mag +8 Wil offense ------ Spell Crit +4% Spellpower +7 (+2 eff.) Mindpower +7 (+3 eff.) On-Hit 6 light 20 darkness 19 arcane 30 mind Damage +5% arcane +15% nature +7% light On-Hit (Melee): * 23% chance to reduce all saves and defense by 32 defense ------ Armor +3 Resistance +11% light +8% arcane Mind save -8 (-4 eff.) other ------- Mana-on-crit +2.00 Unarmed combat: Weapon Damage 24.0 - 26.4 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +5.0% Attack Speed 100% On-hit +12 arcane On Hit: 10% Reproach level 5 On Hit: 10% Manathrust level 3 On Hit: 20% Searing Light level 5 Ruined Earth: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range 5 Cooldown: 30 Travel.spd instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Torchblow [power 430] (21/25 cooldown)2.0 Encumbrance T5 totem charm [Random Unique] Nature While equipped: offense ------ Damage +12% acid Ignore resists +28% acid +15% blight When Hit 2 fire defense ------ Resistance +9% fire Summon a resilient tentacle up to 5 spaces away for 9 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1068 Base Damage: 483 Armor: 50 All Resist: 44 Puts all charms on 25 turn cooldown 100% to gain a 35% chance to evade weapon attacks for 2 turns. 100% to cleanse 3 total effects of type disease, wound, or poison. 100% to heal for 110. Natural totems are made by powerful wilders to store nature power. |
| On fingers | stralite Petrified Wood ring0.1 Encumbrance T4 ring jewelry [Ego+] Master While equipped: Stats +7 Str +30 Con offense ------ Physical Power +5 (+2 eff.) defense ------ Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Rings make your fingers look great! |
| On fingers | Elemental Fury0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
| Around neck | Zemekkys' Broken Hourglass0.1 Encumbrance T4 amulet jewelry [Unique] Arcane While equipped: Stats +4 Wil offense ------ Damage +10% temporal defense ------ Resistance +20% temporal Max Resistance +5% temporal other ------- Spell cooldown 10% Time Stop: Effective talent level: 1.0 Power cost 50 out of 42/80. Range melee/personal Cooldown: 45 Travel.spd instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
| In main hand | Icy Kill (35-46 power, 10 apr)1.0 Encumbrance T4 dagger 1H weapon [Unique] Nature/Psionic Weapon Damage 35.0 - 45.5 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +15.0% Attack Speed 100% On-hit +30 cold On Critical: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil offense ------ Damage +25% cold defense ------ Pierce Iceblocks +50% other ------- Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
| Around waist | noble's drakeskin leather belt of unlife1.0 Encumbrance T5 belt armor [Ego++] Arcane/Master While equipped: Stats +6 Cun +5 Wil offense ------ Against +45% Summoned defense ------ Resistance +8% blight Resist Against +32% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
| In off hand | Mandible of Ungolmor (40-52 power, 12 apr)1.0 Encumbrance T5 dagger 1H weapon [Unique] Nature Weapon Damage 40.0 - 52.0 Physical Uses 35% Dex, 65% Cun Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +12 Critical Rate +22.0% Attack Speed 100% Damage Conversion 30% darkness On Hit: 20% Poisonous Bite level 3 On Critical: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target While equipped: Stats +8 Cun +4 Dex offense ------ Damage +30% nature +20% darkness defense ------ Armor +15 Poison Resist +100% other ------- Light -2 Talents +5 Toxic Death This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
| Cloak | Ureslak's Molted Scales (0 def, 0 armour)2.0 Encumbrance T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: defense ------ Resistance +20% lightning +20% darkness +20% cold +20% fire -30% arcane +20% nature Max Resistance +10% lightning +10% darkness +10% cold +10% fire -30% arcane +10% nature Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 50 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
| Main armor | Molten Skin (15 def, 12 armour)9.0 Encumbrance T5 light armor [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Physical Crit +8.0% Spell Crit +10% Critical power +20.00% Spellpower +15 (+5 eff.) On-Hit 15 light 30 fire On-Ranged-Hit 15 light 30 fire Damage +20% fire +5% light +10% all Ignore resists +10% light +15% fire When Hit 30 fire defense ------ Armor +12 Defense +15 (+3 eff.) Resistance +20% fire +12% light -5% cold other ------- Masteries +0.10 Celestial/Sun +0.10 Spell/Wildfire +0.10 Celestial/Sunlight +0.10 Spell/Fire Blastwave: Effective talent level: 4.4 Power cost 12 out of 16/16. Range melee/personal Cooldown: 5 Travel.spd instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 215.50 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
Inventory
blink rune (range 7; phase 22; cd 10)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 7 Cooldown: 9 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 22%, your defense is increased by 22 and all your resistances by 22%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 7; phase 25; cd 17)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 7 Cooldown: 16 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 25%, your defense is increased by 25 and all your resistances by 25%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the sneak (range 7; phase 22; cd 10)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 7 Cooldown: 9 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 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 91; cd 21)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 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 91 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 20; cd 13)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 20 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. |
Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Silykira the Phoenixbraze0.1 Encumbrance T4 amulet jewelry [Random Unique] Nature/Master While equipped: offense ------ Ignore resists +10% fire defense ------ Resistance +3% temporal +6% darkness +6% blight +21% mind +3% light Confus Resist +40% other ------- Masteries +0.34 Wild-gift/Harmony +0.34 Technique/Duelist +0.34 Technique/Combat training +0.34 Cunning/Artifice Amulets make your neck look great! |
gold amulet0.1 Encumbrance T3 amulet jewelry [Normal] Amulets make your neck look great! |
grounding copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +11% lightning Stun Resist +24% Amulets make your neck look great! |
insulating copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +12% fire +11% cold Amulets make your neck look great! |
insulating copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +12% fire +10% cold Amulets make your neck look great! |
steel amulet 'Scorchreeve'0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: Stats +5 Dex +5 Cun +4 Con offense ------ Move Speed +10% Damage +12% temporal +15% mind +6% fire On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Fatigue -6% Resistance +3% mind +12% fire Life Regen +3.00 other ------- Stamina/turn +0.60 Amulets make your neck look great! |
Exiler0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: offense ------ Spellpower +10 (+3 eff.) On-Hit 15 temporal Damage +15% temporal +10% physical defense ------ Resistance +15% temporal Anomaly Control +10 other ------- Cooldown Time Skip -1 Masteries +0.20 Chronomancy/Timetravel On Spell Hit: 10% Rethread level 2 Attempt to inflict 92.08 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 1 turn(s). Uses 32 power out of 32/32 The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Filthmaster0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: offense ------ Damage +3% nature +10% cold defense ------ Resistance +3% temporal +20% cold +3% darkness +18% nature Rings make your fingers look great! |
Isluna the voratun ring0.1 Encumbrance T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +9 Str +1 Wil +10 Con offense ------ Spell Crit +3% Physical Power +23 (+8 eff.) Damage +20% nature Ignore Shields +20% Accuracy +34 (+10 eff.) Ignore Armor +17 defense ------ Defense +17 (+3 eff.) Resistance +40% nature other ------- Vim-on-crit +1.00 Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.6 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 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 159% 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! |
Kindlemonster0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: Stats +2 Con offense ------ Damage +12% acid +12% physical Ignore Armor +3 defense ------ Armor +8 Defense +10 (+2 eff.) Resistance +24% acid +3% fire Rings make your fingers look great! |
Ring of the Archlich0.1 Encumbrance T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: offense ------ Spellpower +8 (+3 eff.) Damage +10% darkness +10% cold defense ------ Resistance +10% darkness +10% cold Spell save +8 (+4 eff.) Poison Resist +25% Cut Resist +25% other ------- Max souls +3.00 This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
copper ring of lightning (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +11% lightning defense ------ Resistance +22% lightning Rings make your fingers look great! |
gold Goedalath Rock ring0.1 Encumbrance T3 ring jewelry [Ego+] Arcane While equipped: Stats +6 Mag +6 Wil offense ------ Physical Power +12 (+4 eff.) Spellpower +22 (+7 eff.) Damage +9% all When Hit 34 darkness defense ------ Healmod +50% other ------- Infravision +3 See Invisibility +14 Telepathy Demon/Major Demon/Minor Rings make your fingers look great! |
gold ring 'Urymnir'0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Str +2 Dex +3 Mag +3 Cun +7 Con offense ------ Physical Power +7 (+3 eff.) On-Hit 15 light On-Ranged-Hit 12 light Damage +13% light +9% physical Ignore Armor +3 When Hit 2 physical defense ------ Spell save +12 (+6 eff.) other ------- Max stamina +17.00 Max hate +4.00 Rings make your fingers look great! |
rogue's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun defense ------ Defense +4 (+1 eff.) Rings make your fingers look great! |
savage's copper ring of luminosity0.1 Encumbrance T1 ring jewelry [Ego++] Arcane/Master While equipped: Stats +2 Con +2 Mag offense ------ On-Hit 10 light On-Ranged-Hit 10 light Damage +11% light defense ------ Spell save +11 (+5 eff.) other ------- Max stamina +12.00 Rings make your fingers look great! |
savior's gold ring of sensing0.1 Encumbrance T3 ring jewelry [Ego] Arcane/Master While equipped: defense ------ Physical save +9 (+4 eff.) Spell save +7 (+3 eff.) Mind save +6 (+3 eff.) Blind Resist +24% other ------- Infravision +4 See Stealth +7 See Invisibility +8 Rings make your fingers look great! |
steel ring of nature (+24%)0.1 Encumbrance T2 ring jewelry [Ego] Nature While equipped: offense ------ Damage +12% nature defense ------ Resistance +24% nature Rings make your fingers look great! |
stralite diamond ring0.1 Encumbrance T4 ring jewelry [Ego+] Arcane While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con defense ------ Resistance +14% acid +19% fire +26% lightning +19% cold Rings make your fingers look great! |
titan's copper ring of the mountain (+10%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con offense ------ Damage +10% physical defense ------ Resistance +10% physical Physical save +6 (+3 eff.) Rings make your fingers look great! |
warrior's steel ring of sensing0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Str defense ------ Armor +8 Blind Resist +22% other ------- Infravision +3 See Stealth +8 See Invisibility +9 Rings make your fingers look great! |
Moon (10-13 power, 0 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Weapon Damage 10.0 - 13.0 Darkness Uses 20% Cun, 20% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 125% On Hit: * Deal 70 Darkness damage. While equipped: offense ------ Damage +0% darkness Ignore resists +0% darkness other ------- Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Poltergeist's 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 ------ Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Accuracy +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
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. |
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. |
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: offense ------ Damage +0% light Ignore resists +0% light 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 (+6 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. |
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 20 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 138.50 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. |
Unerring Scalpel (15-20 power, 25 apr)1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 15.0 - 19.5 Physical Uses 45% Cun, 55% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Ignore Shields +50% While equipped: offense ------ Accuracy +20 (+6 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Velamira the Sootseam (39-51 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Rare] Arcane Weapon Damage 39.0 - 50.7 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, radius 1 +20 fire On-crit, radius 2 +20 darkness On Critical: * Splash the target with acid dealing 135 damage over 5 turns and reducing armor and accuracy by 17 While equipped: offense ------ Damage +15% darkness +24% mind On-Hit (Melee): * 20% chance to reduce damage dealt by 26% defense ------ Resistance +9% darkness Sharp, short and deadly. |
Woetouch the steel dagger (11-14 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Rare] Arcane Weapon Damage 11.0 - 14.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +9 cold On-crit, radius 2 +4 darkness On Hit: * 20% chance to reduce damage dealt by 26% While equipped: offense ------ Damage +6% blight +6% darkness On-Hit (Melee): * 20% chance to reduce armor by 34% Sharp, short and deadly. |
arcing stralite dagger of rage (30-39 power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Ego+] Arcane/Master Weapon Damage 30.0 - 39.0 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: * 25% chance for lightning to strike from the target to a second target dealing 81 damage While equipped: Stats +3 Str offense ------ Damage +8% physical Accuracy +14 (+4 eff.) Sharp, short and deadly. |
arcing voratun dagger of phasing (38-49 power, 34 apr)1.0 Encumbrance T5 dagger 1H weapon [Ego] Arcane Weapon Damage 37.5 - 48.8 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +34 Critical Rate +10.0% Attack Speed 100% Ignore Shields +15% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 81 damage Sharp, short and deadly. |
dwarven-steel dagger (17-22 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Normal] Weapon Damage 17.0 - 22.1 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% Sharp, short and deadly. |
elemental voratun dagger of torment (38-50 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Ego++] Arcane/Psionic 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 Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * Create an explosion dealing 81 cold damage (1/turn) While equipped: offense ------ Damage +16% cold Ignore resists +6% cold Sharp, short and deadly. |
flaming iron dagger of massacre (16-21 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego] Arcane/Master Weapon Damage 16.5 - 21.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-Hit, radius 1 +7 fire Sharp, short and deadly. |
iron dagger (9-12 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Normal] Weapon Damage 9.0 - 11.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% Sharp, short and deadly. |
iron dagger (10-14 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Normal] Weapon Damage 10.5 - 13.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% Sharp, short and deadly. |
plaguebringer's voratun dagger of massacre (47-61 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Ego+] Arcane/Master Weapon Damage 47.0 - 61.1 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 +10 blight On Hit: 20% Epidemic level 5 On Hit: * 8% chance to reduce strength, dexterity, and constitution by 24 While equipped: defense ------ Disease Resist +24% Sharp, short and deadly. |
Arytira the dwarven-steel greatmaul (40-61 power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Random Unique] Arcane/Master/Psionic Weapon Damage 40.5 - 60.8 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Critical: * Splash the target with acid dealing 135 damage over 5 turns and reducing armor and accuracy by 17 While equipped: Stats +2 Wil +3 Cun +7 Con offense ------ Physical Power +16 (+6 eff.) Ignore resists +16% physical defense ------ Resistance +9% temporal +3% physical Disarm Resist +35% other ------- Hate-on-crit +4.00 Massive two-handed mauls. |
Flashwend the elven-wood longbow4.0 Encumbrance T4 longbow 2H weapon Reqs Shoot [Rare] Nature Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 On-Hit, radius 1 +8 arcane While equipped: Stats +20 Con +17 Wil offense ------ Damage +15% arcane +3% blight Ignore resists +10% lightning On-Hit (Ranged): * 20% chance to reduce strength, dexterity, and constitution by 24 defense ------ Resistance +15% lightning Life +92.00 Longbows are used to shoot arrows at your foes. |
blazebringer's dragonbone longbow of piercing4.0 Encumbrance T5 longbow 2H weapon Reqs Shoot [Ego++] Nature/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On-crit, radius 2 +128 fire While equipped: offense ------ Global Speed +16% Ignore resists +36% fire +23% all Accuracy +29 (+9 eff.) Ignore Armor +17 Longbows are used to shoot arrows at your foes. |
elven-wood longbow 'Dazzlesage'4.0 Encumbrance T4 longbow 2H weapon Reqs Shoot [Random Unique] Nature/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 While equipped: Stats +24 Str +11 Dex +17 Mag +8 Wil +12 Cun +15 Con offense ------ Mind Crit +6% Physical Power +32 (+11 eff.) Damage +3% light +9% mind defense ------ Resistance +15% light other ------- Light +1 Longbows are used to shoot arrows at your foes. |
penetrating dragonbone longbow of recursion4.0 Encumbrance T5 longbow 2H weapon Reqs Shoot [Ego++] Arcane Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On Hit: 10% Shoot level 1 While equipped: offense ------ Ignore resists +35% physical Longbows are used to shoot arrows at your foes. |
creative living mindstar of disruption (16-18 power, 40 apr, nature damage)3.0 Encumbrance T5 mindstar 1H weapon [Ego+] Nature/Disrupt/Psionic Weapon Damage 16.0 - 17.6 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% Damage Against +18% 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 Cun offense ------ Mind Crit +5% Critical power +16.00% Mindpower +10 (+4 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mighty drakeskin leather sling of true flight4.0 Encumbrance T5 sling 1H weapon Reqs Shoot [Ego+] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 While equipped: Stats +4 Str offense ------ Physical Crit +13.0% Physical Power +13 (+5 eff.) Accuracy +12 (+4 eff.) Slings are used to hurl stones or metal shots at your foes. |
surging elven-wood vilestaff of wizardry (25-30 power, 5 apr, fire element)5.0 Encumbrance T4 staff 2H weapon [Ego+] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +1 Mag +2 Wil offense ------ Spell Crit +4% Spellpower +20 (+7 eff.) Spellpower/crit +10 Damage +25% fire other ------- Max mana +35.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elemental orichalcum trident (54-86 power, 16 apr)3.0 Encumbrance T5 trident 2H weapon [Ego+] Arcane Weapon Damage 53.5 - 85.6 Physical Uses 120% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +16 Critical Rate +4.0% Attack Speed 100% On Hit: * Create an explosion dealing 81 lightning damage (1/turn) While equipped: offense ------ Damage +26% lightning Ignore resists +27% lightning A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
balanced voratun waraxe of dampening (40-57 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon [Ego] Disrupt/Master Weapon Damage 40.5 - 56.7 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% While equipped: offense ------ Accuracy +12 (+4 eff.) defense ------ Defense +11 (+2 eff.) Resistance +12% acid +14% lightning +12% cold +14% fire +4% all Spell save +12 (+6 eff.) Disarm Resist +35% One-handed war axes. |
blurring rough leather belt1.0 Encumbrance T1 belt armor [Ego] Master While equipped: defense ------ Defense +8 (+2 eff.) Stealth +5 A belt that goes around your waist. |
noble's rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +4 Wil offense ------ Against +17% Summoned defense ------ Resistance +6% blight Resist Against +16% 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 of burglary1.0 Encumbrance T1 belt armor [Ego+] Master While equipped: Stats +3 Dex +4 Cun +5 Lck defense ------ Stealth +6 other ------- Disarm Traps +6 Infravision +3 A belt that goes around your waist. |
Destala's Scales (10 def, 0 armour)2.0 Encumbrance T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun offense ------ Mindpower +6 (+2 eff.) Damage +15% acid Ignore resists +10% acid defense ------ Defense +10 (+2 eff.) other ------- Masteries +0.20 Wild-gift/Venom drake aspect On Nature Hit: 10% Acidic Spray level 2 Dissolve: Effective talent level: 2.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a nature gift and a mind power Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 42% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
Wind's Whisper (4 def, 0 armour)2.0 Encumbrance T3 cloak armor [Unique] Arcane While equipped: Stats +3 Dex defense ------ Defense +4 (+1 eff.) Deflect Projectile +25% Slow Projectiles +20% Silence Resist +30% Evasion: (Instant) Effective talent level: 2.6 Power cost 50 out of 50/50. Range melee/personal Cooldown: 22 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 32% chance to evade melee and ranged attacks and 28 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
battlemaster's elven-silk cloak (3 def, 0 armour)2.0 Encumbrance T5 cloak armor [Ego+] Master While equipped: Stats +5 Str +2 Dex +6 Con defense ------ Defense +3 (+1 eff.) Spell save +12 (+6 eff.) other ------- Stamina/turn +0.90 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloudsquall the elven-silk robe (4 def, 3 armour)2.0 Encumbrance T5 cloth armor [Random Unique] Arcane/Nature/Master While equipped: Stats +6 Str +11 Mag +6 Wil offense ------ Damage +17% lightning +43% physical +19% cold +15% mind +19% temporal Ignore resists +5% lightning +10% temporal +10% physical When Hit 8 lightning 4 temporal defense ------ Armor +3 Defense +4 (+1 eff.) Resistance +9% lightning +9% cold +15% all Physical save +23 (+8 eff.) Anomaly Control +11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Crimson Robe (12 def, 0 armour)2.0 Encumbrance T5 cloth armor [Unique] Psionic While equipped: Stats +10 Cun +10 Wil offense ------ Mind Crit +9% Mindpower +20 (+7 eff.) On-Hit 35 mind 10% gloom effects Ignore resists +20% all When Hit 35 mind 10% gloom effects defense ------ Defense +12 (+2 eff.) Resistance +15% all other ------- Psi/turn +0.20 Hate-on-crit +4.00 Psi-on-crit +4.00 Hate/kill +2.00 Masteries +0.20 Psionic/Focus +0.20 Cursed/Slaughter +0.10 Psionic/Solipsism +0.20 Cursed/Punishments On Mind Hit: 8% Agony level 2 On Mind Hit: 8% Hateful Whisper level 2 Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Kegas the linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Arcane While equipped: offense ------ Spell Crit +2% Critical power +5.00% Physical Power +5 (+2 eff.) Spellpower +3 (+1 eff.) Damage +3% physical defense ------ Resistance +7% all Spell save +17 (+8 eff.) Unlife -80.00 life A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of rough leather boots 'Armyyon' (5 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Str +2 Con defense ------ Armor +1 Defense +5 (+1 eff.) Mind save +3 (+1 eff.) Disease Resist +20% Rush: Puts all charms on 25 turn cooldown Effective talent level: 2.6 Power cost 25 out of 25/25. Range 7 Cooldown: 27 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
traveler's pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 Fatigue -4% Physical save +5 (+2 eff.) other ------- Encumbrance +20 A pair of boots made of leather. |
alchemist's drakeskin leather gloves of dexterity (+4) (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Ego+] Arcane/Master While equipped: Stats +4 Dex +3 Mag +3 Wil offense ------ On-Hit 9 acid 5 fire 5 cold 7 lightning Accuracy +17 (+5 eff.) defense ------ Armor +3 Unarmed combat: Weapon Damage 26.5 - 29.2 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +7 Ignore Armor +5 Critical Rate +14.0% Attack Speed 100% On-hit +11 ice +5 fire +4 acid +14 lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Shockmark' (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ On-Hit 11 acid Damage +5% acid +3% blight +6% lightning Ignore resists +10% blight +5% arcane +10% lightning When Hit 2 arcane defense ------ Armor +2 Resistance +6% acid +6% blight Unarmed combat: Weapon Damage 16.5 - 18.2 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +7 acid On Hit: 10% Corrosive Breath level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
storm drakeskin leather gloves of strength (+3) (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Physical Power +12 (+4 eff.) On-Hit 6 lightning Damage +5% lightning defense ------ Armor +3 Resistance +6% lightning Unarmed combat: Weapon Damage 34.0 - 37.4 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +8 lightning On Hit: 10% Lightning Breath level 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
umbral rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Arcane While equipped: offense ------ On-Hit 5 darkness Damage +3% darkness defense ------ Armor +1 Resistance +5% darkness Unarmed combat: Weapon Damage 7.0 - 7.7 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On Hit: 20% Moonlight Ray level 1 On Hit: * 5% chance to reduce damage dealt by 26% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Lustrevice the elven-silk wizard hat (3 def, 0 armour)2.0 Encumbrance T5 head armor [Rare] Psionic While equipped: Stats +5 Mag offense ------ Mind Crit +6% Mindpower +6 (+2 eff.) Damage +24% temporal Ignore resists +20% acid +20% temporal +28% light defense ------ Defense +3 (+1 eff.) Resistance +15% light +9% temporal other ------- Psi/turn +0.40 Infravision +3 A pointy cloth hat, very wizardly... |
drakeskin leather cap 'Belovena' (0 def, 5 armour)2.0 Encumbrance T5 head armor [Rare] Master While equipped: Stats +10 Dex offense ------ Physical Crit +7.0% Accuracy +25 (+8 eff.) When Hit 6 arcane defense ------ Armor +5 Fatigue +5% Resistance +6% nature +9% cold Poison Resist +20% other ------- Stamina/turn +3.00 Max stamina +30.00 A cap made of leather. |
werebeast's hardened leather cap of the bounder (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego++] Nature/Master While equipped: Stats +10 Str +9 Dex +3 Cun +4 Con defense ------ Armor +3 Fatigue +3% Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 215.2 Physical damage. If the attack hits, the target is confused (43% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
voratun plate armour (0 def, 16 armour)17.0 Encumbrance T5 massive armor Reqs - Massive armour training ,Str 60 [Normal] While equipped: defense ------ Armor +16 Fatigue +22% A suit of armour made of metal plates. |
voratun plate armour of cold resistance (0 def, 16 armour)17.0 Encumbrance T5 massive armor Reqs - Massive armour training ,Str 60 [Ego] Master While equipped: defense ------ Armor +16 Fatigue +22% Resistance +26% cold A suit of armour made of metal plates. |
Olyndil (21/21, 44-61 power, 14 apr)3.0 Encumbrance T4 arrow ammo [Random Unique] Arcane/Master/Psionic Weapon Damage 43.5 - 60.9 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +27 Ignore Armor +14 Critical Rate +2.5% Capacity 21 On-ranged-hit +12 mind On-Hit, radius 1 +20 mind +11 fire On Hit: * 20% chance to reduce strength, dexterity, and constitution by 24 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Arrows are used with bows to pierce your foes to death. |
7 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. |
818 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
10 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
19 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
7 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+4 eff.) Mind save +8 (+4 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+4 eff.) Mind save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Glorenn (dig speed 31 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str defense ------ Resistance +3% blight +3% mind Unlife -20.00 life Life Regen +2.00 Disease Resist +20% other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 36 turns)3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature defense ------ Resistance +11% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 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. |
10 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. |
12 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 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. |
5 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. |
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 (+4 eff.) other ------- Light +6 Breathe water Tidal Wave: Effective talent level: 4.0 Power cost 80 out of 150/150. Range melee/personal Cooldown: 9 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 43.26 cold damage and 27.59 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(108 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Blood-Runed Athame1.0 Encumbrance misc [Plot Item] An athame, covered in blood runes. It radiates power. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 12 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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. |
Dragon Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
22 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. |
30 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. |
5 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. |
13 ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1)2.0 Encumbrance rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 589.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
inquisitor's pouch of voratun shots of disruption (22/22, 54-65 power, 6 apr)3.0 Encumbrance T5 shot ammo [Ego++] Disrupt Weapon Damage 54.0 - 64.8 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +7.0% Capacity 22 Damage Against +16% 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% On Critical: * Deals 89 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
cleansing dragonbone totem of summon tentacle [power 380] (21/25 cooldown)2.0 Encumbrance T5 totem charm [Ego+] Nature Summon a resilient tentacle up to 5 spaces away for 11 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1009 Base Damage: 454 Armor: 15 All Resist: 5 Puts all charms on 25 turn cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
quick elven-wood totem of summon tentacle [power 265] (21/19 cooldown)2.0 Encumbrance T4 totem charm [Ego+] Nature Summon a resilient tentacle up to 5 spaces away for 7 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 572 Base Damage: 316 Armor: 20 All Resist: 20 Puts all charms on 19 turn cooldown Natural totems are made by powerful wilders to store nature power. |
11 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. |
overpowered elven-wood wand of conjuration [power 420] (21/19 cooldown)2.0 Encumbrance T4 wand charm [Ego] Arcane Fire a magical bolt dealing 617 acid damage Puts all charms on 19 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
piercing dragonbone wand of shielding [power 458] (21/20 cooldown)2.0 Encumbrance T5 wand charm [Ego+] Arcane Create a shield absorbing up to 458 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to increase all damage penetration by 25% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 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. |
Resonating Diamond0.0 Encumbrance T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals. |
26 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. |
28 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+4 eff.) Spell save +10 (+5 eff.) Mind save +10 (+5 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+4 eff.) Spell save +10 (+5 eff.) Mind save +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
16 pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
18 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. |
3 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. |
10 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. |
11 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Thorfin the Halfling Rogue level 33
69th Dusk 123rd year of Ascendancy at 12:04 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Thorfin the Halfling Rogue level 42
28th Pyre 124th year of Ascendancy at 01:05 see stats
Against all odds
Killed Ukruk in the ambush.By Thorfin the Halfling Rogue level 33
2nd Dusk 123rd year of Ascendancy at 01:36 see stats
Arachnophobia
Destroyed the spydric menace.By Thorfin the Halfling Rogue level 45
1st Summertide 124th year of Ascendancy at 06:05 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Thorfin the Halfling Rogue level 37
2nd Regrowth 124th year of Ascendancy at 20:14 see stats
Brave new world
Went to the Far East and took part in the war.By Thorfin the Halfling Rogue level 35
40th Haze 123rd year of Ascendancy at 17:26 see stats
Clone War
Destroyed your own Shade.By Thorfin the Halfling Rogue level 38
45th Regrowth 124th year of Ascendancy at 22:27 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Thorfin the Halfling Rogue level 31
36th Pyre 123rd year of Ascendancy at 00:22 see stats
Destroyer of the creation
Killed Slasul.By Thorfin the Halfling Rogue level 36
63rd Haze 123rd year of Ascendancy at 03:42 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Thorfin the Halfling Rogue level 34
75th Dusk 123rd year of Ascendancy at 19:40 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Thorfin the Halfling Rogue level 42
27th Pyre 124th year of Ascendancy at 07:49 see stats
Exterminator
Killed 1000 creatures.By Thorfin the Halfling Rogue level 17
57th Haze 122nd year of Ascendancy at 12:25 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Thorfin the Halfling Rogue level 31
27th Pyre 123rd year of Ascendancy at 09:42 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By Thorfin the Halfling Rogue level 48
47th Dusk 124th year of Ascendancy at 06:11 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Thorfin the Halfling Rogue level 19
64th Haze 122nd year of Ascendancy at 02:29 see stats
Invasion from the Depths
Stopped a naga invasion by closing their portal.By Thorfin the Halfling Rogue level 42
39th Pyre 124th year of Ascendancy at 04:45 see stats
Level 10
Got a character to level 10.By Thorfin the Halfling Rogue level 10
2nd Dusk 122nd year of Ascendancy at 09:32 see stats
Level 20
Got a character to level 20.By Thorfin the Halfling Rogue level 20
78th Haze 122nd year of Ascendancy at 05:50 see stats
Level 30
Got a character to level 30.By Thorfin the Halfling Rogue level 30
64th Regrowth 123rd year of Ascendancy at 01:20 see stats
Level 40
Got a character to level 40.By Thorfin the Halfling Rogue level 40
1st Pyre 124th year of Ascendancy at 00:48 see stats
Level 50
Got a character to level 50.By Thorfin the Halfling Rogue level 50
76th Dusk 124th year of Ascendancy at 07:17 see stats
Orcrist
Killed the leaders of the Orc Pride.By Thorfin the Halfling Rogue level 47
18th Dusk 124th year of Ascendancy at 14:20 see stats
Poisonous
Sided with the assassin lord.By Thorfin the Halfling Rogue level 30
9th Pyre 123rd year of Ascendancy at 02:16 see stats
Silver Donator
Donated at least 6 euros to Tales of Maj'Eyal.By Thorfin the Halfling Rogue level 49
47th Dusk 124th year of Ascendancy at 14:26 see stats
Size matters
Did over 600 damage in one attack.By Thorfin the Halfling Rogue level 47
18th Dusk 124th year of Ascendancy at 05:01 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Thorfin the Halfling Rogue level 35
76th Dusk 123rd year of Ascendancy at 03:10 see stats
The Arena
Unlocked Arena mode.By Thorfin the Halfling Rogue level 9
3rd Mirth 122nd year of Ascendancy at 22:21 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Thorfin the Halfling Rogue level 40
1st Pyre 124th year of Ascendancy at 04:51 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Thorfin the Halfling Rogue level 20
9th Decay 122nd year of Ascendancy at 20:14 see stats
The secret city
Discovered the truth about mages.By Thorfin the Halfling Rogue level 17
45th Haze 122nd year of Ascendancy at 03:42 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Thorfin the Halfling Rogue level 20
9th Decay 122nd year of Ascendancy at 02:56 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Thorfin the Halfling Rogue level 27
55th Regrowth 123rd year of Ascendancy at 22:12 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Thorfin the Halfling Rogue level 16
19th Haze 122nd year of Ascendancy at 20:36 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Thorfin the Halfling Rogue level 32
1st Dusk 123rd year of Ascendancy at 10:51 see stats
Log
Argoniel receives 79 healing from Blood Splash.
Thorfin hits Argoniel for 9 fire, 8 cold, 7 lightning, 8 arcane, 21 fire, 20 cold, 17 lightning, 19 arcane, 4 fire, 3 cold, 3 lightning, 3 arcane, 7 fire, 7 cold, 6 lightning, 6 arcane, 15 fire, 14 cold, 12 lightning, 13 arcane, 4 fire, 3 cold, 3 lightning, 3 arcane, 6 fire, 5 cold, 4 lightning, 5 arcane, 4 fire, 3 cold, 3 lightning, 3 arcane, 7 fire, 7 cold, 6 lightning, 6 arcane, 8 fire, 7 cold, 6 lightning, 7 arcane (302 total damage).
Elandar casts Flame.
Elandar's spell attains critical power!
Thorfin is on fire!
Thorfin's prismatic shield fades.
Elandar hits Thorfin for 122 fire damage.
Burning from Elandar hits Thorfin for 48 fire damage.
Acid Splash from Argoniel hits Thorfin for 14 acid damage.
Banshee uses Silence.
Thorfin resists the effect 'Silenced'!
Argoniel casts Virulent Strike.
Argoniel misses Thorfin.
Argoniel misses Thorfin.
Argoniel misses Thorfin.
Argoniel misses Thorfin.
Elandar casts Freeze.
Thorfin reacts to damage from Elandar, mitigating the blow!.
Thorfin is encased in ice!
Elandar hits Thorfin for (123 reacted , -5 stam), 140 cold (140 total damage).
Talent Luck of the Little Folk is ready to use.
Talent Stealth is ready to use.
Talent Shadow Dance is ready to use.
Burning from Elandar hits Thorfin for (19 to ice), 29 fire (29 total damage).
Acid Splash from Argoniel hits Thorfin for (6 to ice), 9 acid (9 total damage).
Elandar casts Manathrust.
Thorfin tries to evade attacks.
Elandar hits Thorfin for (165 to ice), 247 arcane (247 total damage).
Thorfin the level 50 halfling rogue was blasted to death by a Elandar on level 11 of High Peak.



































































































































































